Support (Read Only) > Requests
Spawn cading => need good way of dissuasion?
ٶȻhriʂ:
human:ehhe i blocked teleport those nigga zombies cant get in
Vip:Stop now or else
chem:FIRE IN THE HOLE!
human:*Splut*
Vip:nvm
"You Have Lost"
thats what happened i think
» Magic «:
maps problem most of the time
remove the map and get the mapper to add more zombies spawns, and more exits to each spawn
Travelsonic:
--- Quote from: Xexxar on June 12, 2011, 11:32:09 PM ---Just make it so if the player was just spawned, he is nocollided with all props on the map for like 2 seconds.
--- End quote ---
Though what happens if something causes him to not move - like DDos or DoS lag?
MAGIC: I was pondering this today: Why not take advantage of invisible floors [like those in zs_cosmic_lounge to get to where the nades are], and make spawn points for zombs in the air, or something..... meh that alone has issues to deal with. >_<
ANOTHER trend that is becoming popular in zs_maze is for the zombies to run to that path that takes you to the party room [with the rotating props, and pusning walls], and stay in the spawnpoint at the front of said path trapping humans / killing them.
I mean, t some degree, map design comes into play, but a lot of it is player behavior.
The punisher:
I know this is a really old topic i am responding to, but I figured the greatest solution to this
1. put trigger_push to all of your teleport areas
2. add it out of the humans reach (at a ceiling or something)
3. have the ground underneath the teleporter exit be func_movelinear (seems you can't aegis inside of that.)
Travelsonic:
I like that idea. I'm working on a map idea I had, and will remember to do this.
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