n/a
-
-
imagine raiding a gangbase that has 35 of those small segments making up the shit in the second screenshot lmao,
either way I really like those and that's some experimental type shit I think would probably work best in a test server or as a forced change for the length of 1 map (small length maybe like 1 month)CSGO CoLD Admin. Mapper. Server Destroy Supreme Master Extraordinaire.
Best American CSGO RP Server Owner 2021 -
I dunno how this would work with different sized apts because they might not fit, but this is a big brain idea +1A-well-a-bird, bird, bird is the word! Don't you know about the bird? Everybody knows that the bird is the word!
-
Would love to see real gameplay with these concepts before i give my honest opinion on it. Good idea though to shift the way the game is played. +1
-
Expect changes men
-
seminolemarine wrote:
Would love to see real gameplay with these concepts before i give my honest opinion on it. Good idea though to shift the way the game is played. +1
“no admin for nova“- The Doggy 7/3/2018 @21:50pm (9:50pm) -
Still looking for more feedback on this. If I spoke with you about it in-game please post here anyway so there is a actual record of your thoughts.
I'd like to see feedback from staff. Since staff were the ones who voted on the recent rule change I'd like to know if if this solution was in a three way vote would they have been interested in trying this instead. If not, what would make it be of interest to them.
Novaaa wrote:
I'm with Kelpy. They don't look bad but it would be nice to see them in real gameplay to see the difference between how they been made to this especially since in recent mazes shooting the person who was in a sense hiding behind it hasn't been completely easy due to how people set things up and of course some being better at dm than others.
-
Well looking at them and seeing whats written is one thing, seeing them in action is another.
You've propped before so you know how origin and everything works.
I see that it says these allow for predefined amounts of space and such to be left and utilized but knowing how people like their things propped, other than an Admin saying "No" which not all of us agree on the same things, whats to stop someone using these to go down to the absolutely lowest height for movement which glitches players heads through the top.
The problem with crouch tunnels or mazes in general isn't glitchy movement, it's how slow it makes advancement while giving the Home owner whos already at the end full movement and easy shots to the head.
Would these allow or disallow projectiles to pass through? If not then players will bitch because whats the point when the whole thing is set up to make super easy kills.
If it allows them then it's pretty much the same as the fences.
Now if the Top stops bullets, ect but the bottom allows damage then I'd prefer the top be thick enough so that player model can't peak out at all(Prevents EZ headshots but allows body shots).
A different slew of prop rules would need to be defined just for these so that no one can make goofy set ups that bring us back to where we currently are.
-
Volar wrote:
I see that it says these allow for predefined amounts of space and such to be left and utilized but knowing how people like their things propped, other than an Admin saying "No" which not all of us agree on the same things, whats to stop someone using these to go down to the absolutely lowest height for movement which glitches players heads through the top.
What's to stop the rule saying the bottom/top/left/right of the tunnel items cannot be embedded in the walls/floors/ceilings of apartments? What'd be the point of having predefined sizes if you will allow that to be done? If an admin goes on and 'audits' the propping in a house, they could either remove or adjust it to meet the rules.
The problem with crouch tunnels or mazes in general isn't glitchy movement, it's how slow it makes advancement while giving the Home owner whos already at the end full movement and easy shots to the head
I do believe I addressed this by suggesting a unopposed length of time it should take to get through the tunnel. Or since they are predefined lengths you could say the player should not have to travel more then 512u worth of tunnel, something that is similar to how the current rule is defined.
Would these allow or disallow projectiles to pass through? If not then players will bitch because whats the point when the whole thing is set up to make super easy kills.If it allows them then it's pretty much the same as the fences.Now if the Top stops bullets, ect but the bottom allows damage then I'd prefer the top be thick enough so that player model can't peak out at all(Prevents EZ headshots but allows body shots).
I don't mean to be rude but if you actually looked at the images in the OP or read the post in it's entirety you'd see and understand the tunnels are designed like 'ball run' tracks. Keeping the player confined and allowing for the use of projectile weapons beyond crossbow bolts for example. You could be in this maze and fire an rpg at a defender or use something like a bed as a shield if the design allowed for it.
A different slew of prop rules would need to be defined just for these so that no one can make goofy set ups that bring us back to where we currently are.
Well yes no doubt about that. But in terms of the maze itself, it'd make things just a little bit more 'structured' and give people at least some degree of in between from what they had before and the new rule they have to go by now.
-
index.png
Read the post in it's entirety, also looked at images.
The clear sheen on this above every section looks like a roof to me, hence my initial question.
index1.png
This one makes it make a bit more sense to me but still looks like the sides and tops of segments have hard sections.
Though the more I actually look at it the more I notice where the head goes through and the shoulders are pressed down. I'll say my mistake was focusing too much on the first image and just being confused by the jumbled mess.
Would each prop be the 2 segments for shoulders or would that technically take 2 props?
-
Volar wrote:
Read the post in it's entirety, also looked at images.
The clear sheen on this above every section looks like a roof to me, hence my initial question.
This one makes it make a bit more sense to me but still looks like the sides and tops of segments have hard sections.
Though the more I actually look at it the more I notice where the head goes through and the shoulders are pressed down. I'll say my mistake was focusing too much on the first image and just being confused by the jumbled mess.
Would each prop be the 2 segments for shoulders or would that technically take 2 props?
Shoulders are one prop.
And just for reference and scale.
The longest straight section here is 512 units, which is equivalent of two fences.
models/props_wasteland/interior_fence002d.mdl
-
Hmm, those looks nifty.
Vote wise I could see using the noncolored ones below, with some stipulations on them to stop huge segments but I'd be fully open to discussion.
Untitledxx.png
-
Users Online 1
1 Guest