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Elfbarf

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Everything posted by Elfbarf

  1. cute vid liked subscribed
  2. I agree that on most rounds the prison trap would be inconsequential, but on the occasional round where someone triggers it, it'd just end up as annoying. It just doesn't have much reason to exist - I think the kid who made it just wanted to put that picture of his friend with the chili dog in more spaces. I think it's over-trapped - most of the rooms around the tester are trapped, so innocents will just avoid them all and be forced to just stay in the main halls. There's no inherent risk to it for the traitors - there are multiple entrances, multiple exits, several traps, 0-risk c4 placement, and in the case of v7, even a knife spawner. I'm not going to add a map where we feel like we have to constantly police people trapping the traitor room - that's a sign of a traitor room that is too powerful. Map-specific rules suck - there's no easy way to communicate them to players and it just causes confusion and frustration. I don't think there's much safety to being downstairs in v3 - you still risk getting drowned by going to the tester, c4 can be placed in the trap room which presents a serious risk to anyone in the tester room, and the cramped nature is perfect for chaos, with there being multiple escape routes for any active traitors. It's very frequently a high-traffic area, with far more deaths per square foot than any other area of the map. The barn is a weird spot - I don't think making downstairs dangerous is going to funnel people there a ton. It's needlessly far out of the way and there isn't a ton there compared to the main street. An organised duo of traitors (or innocents) would be able to easily grab the secret knife every round due to its lack of randomness. It's not a dealbreaker but it's pretty poorly implemented. V3 isn't all that different compared to these later versions - they mostly just mess around with the balance of the underground. It's nowhere near as simple of a map as community pool or bowling - it's just what I view as the default version of the map, given I'm fairly sure it's the last one the original creator made.
  3. I'm not adding this on the knife dispenser alone - that is a killer for any map in my opinion. It has the potential to severely change the gamemode's intended balance, which we try to avoid as a mostly vanilla server. If we wanted traitors to be able to purchase multiple knives, it's a quick edit away. I don't really see the point of the vent leaving the t tester room in either version you suggested - traitors can see into and enter the testing room and if they see you enter the vent, you're a sitting duck. It's not a very good escape route, and v3 instead forces the traitors to take a risk and go on the offense against trapped innocents in the tester room as time is always ticking.
  4. Unlike v7, this version keeps the cars - good! Otherwise very minor changes to the upper level of the map. Not a fan of the permanent floor breaking trap to the side of the cell building - this is annoying as it'll get broken nearly every round and prevent a way around the building. Outside of the vent leaving the traitor tester room, there aren't any net positive changes downstairs in my opinion. There has been an addition of another trap to the v3 traitor room entrance, which removes safe play space from innocents, and the addition of two more trapped rooms on the other side of the flood trap, neither of which an innocent should ever enter. Traitors end up with far more incentive to just camp the room down here, wandering between windows looking for innocents to score free kills on. Really not a fan of detective rooms - I don't really get the point of them other than potentially forcing stalemates where traitors can time out if they run out of credits. This one doesn't really have anything in it - just some ammo and a place to hide out of reach. Not a fan of the secret knife given it's simply a few not very hidden buttons and thus is easily replicable every round. V3 remains my favourite - it's simple and just works.
  5. It's pretty OK overall - nothing about it really standing out for me personally, and I'm not a fan of the harsh colour grading. Not completely against giving this a try and seeing what people think.
  6. Big fan of the addition of Thé à la Menthe to the radio, but this has some pretty big drawbacks compared to our usual v3. The main one is the seemingly pointless removal of the cars - players like to dick around in traffic and it's always hilarious when someone is accidentally run over. Removing it takes away some very welcome fun and kinetic energy from the main area of the map. I could look past this if the additions were meaningful enough, but... Everything else in the main area of the map is identical aside from the addition of a pretty annoying scanner t trap. There's an addition of two small rooms with obvious traps...but they don't really have a purpose. Downstairs changes - A button that lets you buy an additional knife every minute - yeah no, this is bad and reason enough to reject it. Vent leading from the tester room out - this is an alright addition. Other vents - ok, bit awkward and I feel like as an innocent you're just going to get killed in these given how long and straight they are.
  7. Really not seeing the appeal of this map other than giving you the ability to bowl. 80% of the map is one big, open room, and while you can take cover behind the various ball returns/booths, you can't exactly sneakily kill someone in this room outside of sniping them from the opposite end or from the back hallway. Unfortunately, said back hallway is similarly a single, endless lane, and doing much of anything in it would be visible from the opposite end. The other rooms are oddly populated with every major character from the Half Life 2 and a handful of random props. The kitchen is a no-go zone - it's tiny and there are 2 traitor traps in it so there's no way it'd be a 'high-traffic' area. I just don't think it's good.
  8. I'm sorry Mitchel, but I'm just not seeing ANY of that. ttt_dolphins is superior in every way in my opinion - the only thing it doesn't have going for it lack of tester, but that isn't a must. This map largely consists of a few overly large, sparsely decorated rooms, only has a single ladder connecting the two levels, and just not a whole lot going on in general. I want to say more about why I dislike it but there simply isn't anything to talk about.
  9. Hell yeah - Play a round of soggy biscuit
  10. Hey guys Just wanted to make a quick post going over some changes I've made to the server this evening. Hit reg - Replaced LeyHitReg with a new plugin made by wget: https://steamcommunity.com/sharedfiles/filedetails/?id=2977785840 This one in theory should work with shotguns and potentially even knives, neither of which were apparently covered by LeyHitReg. It should also be a bit less generous with its hitreg - the addon author claims that LHR is a bit overzealous and results in a lot of misses registering. We'll see how this feels - if it feels worse, we can always go back, and I can always adjust weapons again if needed. TTT Death Panel - Those of you that played over the weekend would have seen this. There's now a little pop-up when you're killed with a summary of how, who killed you, and their role. While this does *slightly* increase risk of ghosting (it's very possible without this), it's also a nice quality of life feature. TTT Tweaks/QoL improvements- I've installed another addon pack that adds the following features: Spectators are able to see other players while their camera is out of bounds. Buy traitor/detective items with double click All playermodels can wear detective hats (some models did not previously) Overtime confirmation - if bodies are identified, the round timer adjusts to show the time added by the kill. Kill on leave - people who disconnect leave a corpse behind and drop their items. Various body physic tweaks - bodies can now break glass and should recoil more accurately when killed. Serverside blood impacts
  11. Alright, I've armed it and put it on the server to give it a shot.
  12. Apologies for not responding sooner - was out of the country and forgot about it. Haven't been on the map in a few years but I'll refresh my memory of it now.
  13. A lot of our long-time players are boomers who have only stuck around because of the vanilla nature of the server, and I don't see players clumping together to be a bit enough issue to the point where we need add another tool which potentially disrupts the game and risks alienating current players. There already exists multiple tools that can assist, in addition to the most powerful tool of all - chaos. C4, poltergeist, incends, smoke grenades, silenced pistol/scout, a knife thrown into a crowd, etc. You have plenty of tools already - I don't see a need to add jihad into the mix. Is there potentially an untapped market for a lightly modded TTT server? I'm not sure, but I do know that I'm not going to be the person to run it.
  14. if you ask nicely maybe
  15. no might do something - wont say anything if/when I do though
  16. I'm fine with the low tech solution of manually enabling it since it doesn't happen super frequently
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