Support (Read Only) > Requests

Spawn cading => need good way of dissuasion?

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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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