01-07-2007, 05:43 PM | #241 |
Join Date: Jul 2006
Location: Brewer
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i like the new idea about the spy. I think that its a fresh idea to the game!
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01-07-2007, 07:15 PM | #242 | |
Join Date: Jul 2006
Location: Austin, Texas
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01-07-2007, 07:35 PM | #243 |
Join Date: Jun 2005
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Looks good
Just one question. Is the soldier rocket speed same as that of the pyro? Seems the rocket shots are a faster then the old TFC. |
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01-07-2007, 08:57 PM | #244 | |
Join Date: Dec 2004
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01-07-2007, 10:19 PM | #245 | |
Join Date: Jul 2006
Location: Missouri
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The only thing that I don't love is that the spy drops a random dead model when he cloaks. Maybe if he lost the discuise when he cloaks? As if throwing down his discuise to look like a dead body? And silent cloaks, since you don't do that, could keep the discuise? *waits to be shot down* |
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01-07-2007, 11:38 PM | #246 | |
Useless
Retired FF Staff
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Actually I'm not sure why you keep posting anyway, if you exist only to be contrary and are repeatedly shot down.
__________________
Look at all those dead links. |
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01-07-2007, 11:47 PM | #247 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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Shh Circ.
Anyways, I wanted to point out something about the maps. At the very beginning of the FF development, I remember getting impressed at the detail and beauty of the maps. Now, I think it is lacking a bit. I don't really know how to explain it but they just don't look that good anymore (aka: shutdown2, especially in the train area, it is lacking something....yard too / front base). Also, when are we going to see the other maps? All we really get is the same... sd2, well, push, and cz2. *Yawn* |
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01-08-2007, 12:22 AM | #248 |
Join Date: Aug 2005
Location: New Jersey, USA!
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Wonderful Job!
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01-08-2007, 12:45 AM | #249 | |
Join Date: Nov 2005
Location: Calgary, Canada eh?
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01-08-2007, 12:48 AM | #250 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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indeed, its akin to feign and sfeign
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01-08-2007, 01:45 AM | #251 |
Join Date: Mar 2006
Location: St. Andrews
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I am looking forward to playing Fortress Forever
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01-08-2007, 04:29 AM | #252 |
Join Date: Jan 2005
Location: USA, KY
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Can't help but to reply to this one. Awesome update guys, about time eh' Thanks for the awesome video team, and all the screenshots, good job with those Mervaka
I love the effects the most, like the tranq, conc, gas, etc. I am so looking forward to testing these on release day |
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01-08-2007, 04:33 AM | #253 | |
Join Date: Jan 2005
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So... with that said, is there 10,000 different hwg to choose from as well? I am sorry, but I need to add to my con list that I am really not liking him. He looks more like a dork rather than a mean muthafugger. Perhaps it is just the hat. So how about 10,000 different hats to choose from? |
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01-08-2007, 04:44 AM | #254 |
Join Date: Apr 2005
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So when the spy feigns death and drops a ragdoll, he doesnt drop an ammo bag like a normal dead person would?
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01-08-2007, 04:49 AM | #255 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Yeah, right now anyway. It's probably too obvious to keep it that way.
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01-08-2007, 05:08 AM | #256 |
Join Date: Feb 2005
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idk if you already answered it, but how did you change the air movement of the game? Is it still like Source, where you can bunnyhop just by spamming jump, or did you modify it so you could bunnyhop like in the Quake engine?
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01-08-2007, 05:29 AM | #257 | ||
Join Date: Apr 2006
Location: Newark, NJ
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01-08-2007, 06:00 AM | #258 | |
Join Date: Jan 2005
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01-08-2007, 06:00 AM | #259 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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You could just make a script that would have you toss a bag then feign. In fact, there was no reason NOT to use that script (if you didn't drop ammo on silent feign). So it's probably best that it drops the bag by default.
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