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 Post subject: Re: mg_kerplunk
PostPosted: Wed Jul 29, 2009 9:25 pm 
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:mrgreen: thanks.

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 Post subject: Re: mg_kerplunk
PostPosted: Wed Aug 05, 2009 10:37 am 
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noticed that both versions are on, c is not on the nominate list but b (the old version) is.

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 Post subject: Re: mg_kerplunk
PostPosted: Sun Aug 09, 2009 5:39 pm 
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Ryohei was SoulReaper wrote:
2 with deags and 75 rounds in the gun and give em a knife, but I say this more as a test because 4 t's with loaded shotties, will give ct's no chance to doing anything apart from dying.

as it got voted on last night and all I did was sit in spec as ct's never had a chance to get any guns/win/kill some t's or nothing, just delay what was going to happen before any trigger.


cant use degales or any other bullet weapon beacuase t's would just shoot ct's through the fence and that would defeat the object of the game.(making the walls thick enough to stop bullets impeads ability to get to top too).
i can however change the amount of health of the bars so that it takes 4 shots instead or reduce the number of t's, ill leave this up to everyone to decide which they would preffer.

the object of this game is for ct's is to survive so no they dont get guns or kill, last 3 mins and the t's are killed off for failing, thats how ct's win.

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 Post subject: Re: mg_kerplunk
PostPosted: Tue Aug 11, 2009 12:20 am 
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Fodder wrote:
Ryohei was SoulReaper wrote:
2 with deags and 75 rounds in the gun and give em a knife, but I say this more as a test because 4 t's with loaded shotties, will give ct's no chance to doing anything apart from dying.

as it got voted on last night and all I did was sit in spec as ct's never had a chance to get any guns/win/kill some t's or nothing, just delay what was going to happen before any trigger.


cant use degales or any other bullet weapon beacuase t's would just shoot ct's through the fence and that would defeat the object of the game.(making the walls thick enough to stop bullets impeads ability to get to top too).
i can however change the amount of health of the bars so that it takes 4 shots instead or reduce the number of t's, ill leave this up to everyone to decide which they would preffer.

the object of this game is for ct's is to survive so no they dont get guns or kill, last 3 mins and the t's are killed off for failing, thats how ct's win.


fodder there is a texture that works as a noclip for bullets and stuff.. dont know the name from head but it works.. maybe place a very thin one inside the walls..

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 Post subject: Re: mg_kerplunk
PostPosted: Tue Aug 11, 2009 9:18 am 
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its called block bullets but it's about as effective as any other texture, because it doesn't work. would have to use the same thickness as any other texture. bit stupid really.

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 Post subject: Re: mg_kerplunk
PostPosted: Thu Aug 13, 2009 1:06 pm 
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Fodder wrote:
its called block bullets but it's about as effective as any other texture, because it doesn't work. would have to use the same thickness as any other texture. bit stupid really.

true that.. maybe just thicken the walls then? 32 inch closes it for bullets i believe. and since you can still see through then maybe its the best sollution..

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 Post subject: Re: mg_kerplunk
PostPosted: Thu Aug 13, 2009 3:15 pm 
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the best solution is just to change how much health the bars have, because it doesn't really matter what gun you have, in essence it about the time taken to break the bars.
what ill do is to make 2 more versions, one with increased bar health and one with thickened walls and deagles, that way you can choose which is best.

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 Post subject: Re: mg_kerplunk
PostPosted: Sat Aug 15, 2009 4:59 pm 
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ok so here they are. i still prefer the shottie version over the deagle one but ill let you make up your own minds as to which is best.

Shottie version:
the bars now take 6 shots to break and ammo is limited, so total ammo for all 4 t's will leave 6 bars intact.

shottie :arrow: http://rapidshare.com/files/267702309/m ... e.bsp.html


Deagle Version:
made the walls thick enough to stop bullet penetration and ammo is also limited to leave 6 bars left.

Deagle :arrow: http://rapidshare.com/files/267701084/m ... e.bsp.html

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 Post subject: Re: mg_kerplunk
PostPosted: Sat Aug 15, 2009 6:42 pm 
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yay, tis good 6 bars are left, makes t's pick the right ones, that drop cts to the bottom instead of another bar, makes it more tactical, rather than just clearing all the bars.

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 Post subject: Re: mg_kerplunk
PostPosted: Fri Mar 05, 2010 4:08 pm 
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Ok, I was bored at work and started thinking and somehow ended up thinking of a nice idea to alter the way this map is played.

Every player is forced to ct, like some other minigames maps, and players get dropped onto the bars and as the round slowly goes on the bars break on their own making it more like kerplunk with the players as the marbles that drop, where they try to stay on without hitting the bottom, I dunno if there's a way to give points to surviving ct's at the end of the round if they make it, this removes the t's shooting the bars and makes for more fun with all the ct's trying to pick the bar that stays there the longest.

I'd actually play on it then, rather than sit in spec.

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 Post subject: Re: mg_kerplunk
PostPosted: Fri Mar 05, 2010 7:54 pm 
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really nice idea that, might give it a shot soon.

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