
CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 24, 2011 05:02 PM
Msg. 491 of 1498
Agreed. Better yet, make a bunch of Facebook friends and spam them incessantly with your unintelligibly written junk.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 24, 2011 05:14 PM
Msg. 492 of 1498
Quote: --- Original message by: Reaper 201Come on guys do you have to do this in this thread, duke it out somewhere else, like SeL's Requiem page. 
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 24, 2011 05:14 PM
Msg. 493 of 1498
Seriously: Nobody is Lodex. However, alternate accounts are not cool. If you got banned, you got banned because you can't conduct yourself here.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Apr 24, 2011 07:35 PM
Msg. 494 of 1498
Quote: --- Original message by: Tiel It saddens me immensely that people like you exist in this world, yet that fact is a hindrance all must endure at one point.
Lean to live with it it will make you a better person. So far you have not conducted your self as a paragon of virtue to be so dismissive of others and unlike you I do not have to endure it. Read the Forum Posting Guidelines http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=27378
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General Shepherd
Joined: Feb 15, 2011
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Posted: Apr 24, 2011 10:05 PM
Msg. 495 of 1498
Quote: --- Original message by: DennisQuote: --- Original message by: Tiel It saddens me immensely that people like you exist in this world, yet that fact is a hindrance all must endure at one point.
Lean to live with it it will make you a better person. So far you have not conducted your self as a paragon of virtue to be so dismissive of others and unlike you I do not have to endure it. Read the Forum Posting Guidelines http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=27378 And by saying that - are you implicating that you yourself are?
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 24, 2011 10:15 PM
Msg. 496 of 1498
Please people...don't bring irrelevant discussion into my thread. PM each other if you want to continue your discussions.
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Apr 24, 2011 10:23 PM
Msg. 497 of 1498
Quote: --- Original message by: Tiel As others have said before me, one would have to scour the landscape for an opponent. Might want to solve that... Edited by Tiel on Apr 24, 2011 at 10:00 PM You could always script the map to place a marker over every player, say.. Every 60seconds? So that players can have a slight idea of what the other team is doing/attempting to do. Not to mention, they can prepare for any head-on attacks the other team might be doing, but still being out of sight.(:
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Apr 24, 2011 11:06 PM
Msg. 498 of 1498
Quote: --- Original message by: Tiel You aren't capable of comprehending the infinite wisdom contained in my post :(
Insulting the administrator and owner of the forum is just about the stupidest thing you can do here. A word to the wise: change your posting habits. My patience is limited. Edited by Dennis on Apr 24, 2011 at 11:06 PM
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 24, 2011 11:10 PM
Msg. 499 of 1498
So...tempted...to take sides...please, Dennis and Tiel, with all due respect to the both of you, please keep discussion here limited to the map.
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Apr 24, 2011 11:20 PM
Msg. 500 of 1498
inb4ban/lock
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Apr 24, 2011 11:22 PM
Msg. 501 of 1498
So, Gonzo, any new ideas for names for this map? Only if you hurry you'll get the name Requiem, so you might wish to have a backup.
Déjà vu. Tiel reminds me of Sergeant_Major. I predict he's going to go out in the same fashion too. Edited by pepzee on Apr 24, 2011 at 11:22 PM
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: Apr 24, 2011 11:24 PM
Msg. 502 of 1498
Quote: --- Original message by: CAG Gonzo So...tempted...to take sides... In the big picture, Dennis and Tiel are technically on the same side, as are I, Gonzo, Prince, etc. Edited by nick347b on Apr 24, 2011 at 11:28 PM
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 24, 2011 11:40 PM
Msg. 503 of 1498
I'm no longer worried about the name. New ideas:
somehow provide easy ways for admins to seal and contain spawning within certain bounds (i.e. keep spawns in the minimap, or in one of the addendums) for easy gameplay. Doubt that will go any further than simply having admins tell everyone to go to their place of containment, but whatever.
I'm wrapping up blue's addendum, and will be revisiting red's addendum for an overhaul, simply because red's was designed as cool little extra thing players could go to, but wouldn't serve in a pivotal role in gameplay. Seeing how awesome blue addendum promises to be, and how it could potentially be a central area in gameplay, I wanted to extend the same opportunity and level of detail and thought to red's addendum.
That said, if anyone has seen some cool areas in maps in which they've played, let me know. My current principle thus far has been to take a small BSP chunk that I liked from a map (almost always a campaign map) and build off of it. This portion can be broad/big to specific/tiny, so long as it provides me inspiration to add my own design to it. This adds a new spin to these portions and can make for exciting visual and gameplay experiences.
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: Apr 25, 2011 12:30 AM
Msg. 504 of 1498
Just a random thought process. What are the main purposes of the red/blue team's bases, addendums, and mini-map bases, respectively, and how do they differ from each other, gameplay wise? And how will their useage change between game types? Also, where exactly are they located in comparison to one another?
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 25, 2011 01:00 AM
Msg. 505 of 1498
Good question.
The minimap is centrally located within the map. It is the only means of crossing sides via land. Red addendum is located in a cliff face, which is part of a cliff chain in front of the secondary wall (see my previous pictures for more info). Blue addendum is by the stream, where it falls from the mountain and cuts through a hill before entering the lake. There will be a cave there, in lieu of an open channel (again, see previous pictures).
The purposes of these areas is to add variety to the map. In Extinction, you have the POA (technically, the Genocide) and the Cruiser, and everything else is basically poorly modeled terrain. Too freaking open, mundane, and difficult to cross. So, these components allow for some new areas to seek refuge, and also serve as teleporter hubs. I'm still working on the exact logistics of the network, but I have a start.
The minimap will host the rarer gametypes, specifically: oddball, KOTH, and Race. If FFA slayer spawns are separate from team slayer spawns, the minimap will also host FFA slayer. Now people can actually play these less frequented gametypes enjoyably. Obviously, in Oddball, the ball spawns in the minimap, but can of course be taken elsewhere. There isn't much I can do to prevent that. I will be restricting the vehicle spawns in the minimap to prevent an easy getaway (or too easy), and there will be no airborne rides within easy reach.
KOTH and race are easily forced into the minimap, and I may even put some spawns in the addendums to offer a change in scenery. However, doing so means I need to be fair with the teleporter network so everyone has a relatively fair chance of heading through the teleporters to get to the hill.
The addendums are mostly cool areas to look at and get to. There may be some spawns in there for CTF, and there will always be vehicle and weapon spawns. They also serve as teleporter pads, so I don't have to put teleporters in the middle of nowhere. And, depending on the how well the design goes, and how well you guys respond, these addendums could become the main base in CTF matches. Currently, I have a Death Island base as red's CTF base, and a partially covered beam tower from a30 as blue's base. Both of them are pretty much exposed, and CTF may be too easy with the flag spawns there. I could add more in, such as the underside of the beam tower (as seen in a30), and some hallways in the back of the Death Island base (inspired from those of b30).
Does that answer your questions?
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Carter 151
Joined: Oct 25, 2010
-Character design and Story editor-
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Posted: Apr 25, 2011 05:21 AM
Msg. 506 of 1498
will there be hangars for the aerial vehicles? Will the POA still be in the map? Any way you can get the map room from precipice in there p.s. Carpe Diem actually sounds pretty good good job pablo. :)
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: Apr 25, 2011 06:50 AM
Msg. 507 of 1498
Quote: --- Original message by: CAG Gonzo Does that answer your questions? Quite well, thanks. Personally, I think it would be best to expand on the bases, as you said, rather than use the addendums for CTF, unless you want to completely remove them altogether. But I'd go with expanding.
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: Apr 25, 2011 11:18 AM
Msg. 508 of 1498
Quote: --- Original message by: Johnny Creditcard Will u b addn' airforce 1 attack jet? :O Dave, gtfo. Go troll Sel's thread.
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Apr 25, 2011 07:17 PM
Msg. 509 of 1498
So the vehicle hangers are you using the Extinction one's, or are they different?
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 25, 2011 07:55 PM
Msg. 510 of 1498
Quote: --- Original message by: Carter 151 will there be hangars for the aerial vehicles? Will the POA still be in the map? Any way you can get the map room from precipice in there p.s. Carpe Diem actually sounds pretty good good job pablo. :) Hangers: not in the POA, no. Probably not at all. The hanger is kind of overused, I think. Plus it adds a bunch of polys, which I'd rather see go towards custom content rather than the same hanger. POA: yes...look at the pictures. I'm not happy with the lineup of the crash; keen observers may note that the crash trail starts close to the chasm's lip, and the trail suggests the POA barely grazed the secondary wall. I want to adjust the apparent trajectory so it looks like the POA easily cleared any obstacles before impact. I'm pretty sure Precipice is a locked map. If you're talking about the domed structure in the center, then I won't add it. I'm not a big fan of rounded structures and designs when applied to Forerunner elements (they work great for Covie and some human designs, though). Yes, Forerunners did use some curves in their construction, but not a lot (at least in the first two games). I prefer 45's, largely because of the simplicity in their design (translates to less frustration during the designing stage for me), they use much less polys, and they look more alien. The sharp angles and large designs are awe-inspiring to me. Carpe Diem: nice suggestion, but I find difficulty in associating it with my map. Requiem at least made some sense. Seize the Day is a motivational quote, not so much a map name. Expanding the bases it is. I kind of wanted to, anyways. I always enjoyed seeing familiar content applied in a new way, such as CMT's SPV2 maps (copy-and-paste they were, but thrilling nonetheless). Expect to see the undersides of the beam towers (from a30) as blue's expansion, and the room before deactivating the security system (from b30) as red's expansion. Of course, both expansions will allow players to get in and out from two sides so as to prevent bottlenecking and camping. Expansions will be modified appropriately. If I had polys to spare, red's extension would be a portion from the main chamber of b30, just as it is in b30 (i.e. the back of the base leads to hallway that leads to a small room with window, through which you can see the main chamber). Large scale designs that you can look at all you want but never actually reach (without mods/devmode, that is) are spectacular additions in my mind.
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Apr 26, 2011 06:17 AM
Msg. 511 of 1498
Quote: --- Original message by: CAG Gonzo I'm not a big fan of rounded structures and designs when applied to Forerunner elements. Yes, Forerunners did use some curves in their construction, but not a lot. I prefer 45's, largely because of the simplicity in their design, they use much less polys, and they look more alien. The sharp angles and large designs are awe-inspiring to me. So basically, forerunner Architecture is closely related to masonry? -Zekilk
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 26, 2011 12:49 PM
Msg. 512 of 1498
Just an FYI the 10k poly limit doesn't really apply. For example Autumn Slay has over 50,000 poly's in it.
Use about 55k as an absolute limit on the polygons.
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POQPrince
Joined: Mar 19, 2011
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Posted: Apr 26, 2011 02:31 PM
Msg. 513 of 1498
Quote: So basically, forerunner Architecture is closely related to masonry? -Zekilk I don't know if there is a "set" Forerunner style of Architecture. After all, I suppose that even Forerunners went through different architectural eras. Would you ever call something "American" architecture? "Australian" architecture? Remember, Guilty Spark told Masterchief, " But...you...are Forerunner." Forerunner architecture looks very human anyway...just much more developed. I've long theorized that Masterchief and Cortana go BACK IN TIME at the Legendary end of Halo 3. It is possible that they crashed on a planet that accessed Cortana's partial memory...and discovered info about the Flood, architecture, machinery and, of course, Halo. Either way...I like both the curves and the angles. I think that it can be reminiscient of changes in architectural form -- like the changes in automobiles and building design from the 1980s to the mid 1990s. After all, the Twin Towers of the World Trade Center are very different from the replacement being constructed right now. Either way, I am looking forward to this map! Edited by POQPrince on Apr 26, 2011 at 02:32 PM
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 26, 2011 04:49 PM
Msg. 514 of 1498
Forerunner architecture seems to be similar in design across the Installations, at least the known ones, but strangely different on the Ark. I personally like the sturdy, graqnd and angled designs of the first to games more than the sleeker, thinner, more rib-like designs of Halo 3. The color palette is also much more pleasant in the first two games than it is later.
I can't explain precisely why I feel this way, but I just do, and I do my best to reflect architectural concepts of the first two games when I design this map. I estimate pictures will follow this week (I know I already set that about last week, but things were hectic and slow, and I wasn't free last weekend). If you don't see anything by Saturday, hound me, and I'll put something up of what I have thus far on blue's addendum.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Apr 26, 2011 08:43 PM
Msg. 515 of 1498
Quote: --- Original message by: pablo Carpe diem, makes perfect sense.
No argument it makes sense to you but maybe not to him, and since he is making the map it is ultimately his decision what to call it. Offer suggestions but don't argue if he turns it down. It's up to him. Edited by Dennis on Apr 26, 2011 at 08:44 PM
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POQPrince
Joined: Mar 19, 2011
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Posted: Apr 27, 2011 12:28 AM
Msg. 516 of 1498
Quote: --- Original message by: DennisQuote: --- Original message by: pablo Carpe diem, makes perfect sense.
No argument it makes sense to you but maybe not to him, and since he is making the map it is ultimately his decision what to call it. Offer suggestions but don't argue if he turns it down. It's up to him. Good point. In fact, Gonzo could literally INVENT a word. After all, Shakespeare invented plenty of words that are now considered a part of modern English vernacular. http://www.nosweatshakespeare.com/resources/shakespeare-words.htmOther authors, like C.S. Lewis, J. R. R. Tolkien, Lewis Carrol and others also invented words. Believe it or not, Mark Twain invented the word "googling." Science Fiction authors are amongst the most prolific word-creators. Of course, Gonzo can choose whatever he likes. Personally, I like the word "Requiem" -- but I am more interested in the map than anything else. Edited by POQPrince on Apr 27, 2011 at 12:28 AM
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: Apr 29, 2011 05:10 PM
Msg. 517 of 1498
Quote: --- Original message by: CAG Gonzo I estimate pictures will follow this week (I know I already set that about last week, but things were hectic and slow, and I wasn't free last weekend). If you don't see anything by Saturday, hound me, and I'll put something up of what I have thus far on blue's addendum. Can I hound you yet?
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Apr 29, 2011 07:01 PM
Msg. 518 of 1498
It's Friday, not Saturday :x
Patience is a virtue.
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Apr 29, 2011 09:50 PM
Msg. 519 of 1498
Awww yeahh lag on windows 2000 yeahh.
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Ubergoober
Joined: Oct 11, 2010
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Posted: Apr 30, 2011 12:42 PM
Msg. 520 of 1498
progress report?
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Switchblade
Joined: Jul 3, 2007
"Do you believe my threat is ended with my death?"
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Posted: Apr 30, 2011 07:50 PM
Msg. 521 of 1498
Ill be honest here, i didn't read through the whole post so idk if this was addressed: The vehicle (Sparrowhawk) if ripped from the RPG Beta 6_2 is an overkill device as its rockets will kill when deathless is enabled; but i do like its handling and damage effects (it smokes and falls from the sky when hit). It would be a great add if damage effect from its munition was adjusted) [Sparrowhawk=Banshee]
I'm am one for having atleast two "god weapons" on the map but they must be very well hidden and low on ammo; two great ones would be the golden needler from the mummy map series and the chaingun from RPG Forrest. Now these, arent necessary or even meant to see direct combat but getting blown away Terminator style or in a repetitve golden flash does bring a smile to my face when on either end of the weapons.
The warthogs(or hog, once again i did not read the whole post to see if it was addressed); please dont add useless hogs like the glass lid hog from coldsnap or the overpowered guass hogs from(name map here) as they tend to sprout noobs like beaches sprout fat people in the summer. Aslo, if mongooses or ATVs(whatever you want to call them) are used could you please not use the ghost physics on them (you have no idea how many times i've flipped them by holding the spacebar or the ctrl key and killed myself because i was doing drivebys with a heavy).
Oh, and as far as your concern for oddball leaving the minimap goes; may i suggest a scenery wall linked to the scenario file that drops into place around those "escapes"? If i could remember the map name i'd tell you where it was that i saw a similar idea done with doors (it took me an hour to get through them with a ghost).
As far as the terrain is concerned; if its flat, add a fog-like effect for cover; if its rocky place strategic nade or ammo placements (I've been aircraft camp to no ends when i was stuck in rough terrain in extinction; having no ammo or nades to knock down the enemy with really bites); if its sloping hills, a downed vehicle or two would be much appreciated in a sniper slayer match.
Other than that it looks great and can't wait to play it. (i appologize in advance if any of the above had been adressed or if it sounded demanding in any way; its just been one of those days.)
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Apr 30, 2011 08:46 PM
Msg. 522 of 1498
Quote: --- Original message by: Switchblade Ill be honest here, i didn't read through the whole post so idk if this was addressed: The vehicle (Sparrowhawk) if ripped from the RPG Beta 6_2 is an overkill device as its rockets will kill when deathless is enabled; but i do like its handling and damage effects (it smokes and falls from the sky when hit). It would be a great add if damage effect from its munition was adjusted) [Sparrowhawk=Banshee] He said everything will have an equally matched counterpart. So I think this problem is covered. I'm am one for having atleast two "god weapons" on the map but they must be very well hidden and low on ammo; two great ones would be the golden needler from the mummy map series and the chaingun from RPG Forrest. Now these, arent necessary or even meant to see direct combat but getting blown away Terminator style or in a repetitve golden flash does bring a smile to my face when on either end of the weapons. No overpowered-ness allowed.
The warthogs(or hog, once again i did not read the whole post to see if it was addressed); please dont add useless hogs like the glass lid hog from coldsnap or the overpowered guass hogs from(name map here) as they tend to sprout noobs like beaches sprout fat people in the summer. Aslo, if mongooses or ATVs(whatever you want to call them) are used could you please not use the ghost physics on them (you have no idea how many times i've flipped them by holding the spacebar or the ctrl key and killed myself because i was doing drivebys with a heavy). I don't think he's mentioned the Mongoose, but I'm pretty sure he was revamping the Hogs.
Oh, and as far as your concern for oddball leaving the minimap goes; may i suggest a scenery wall linked to the scenario file that drops into place around those "escapes"? If i could remember the map name i'd tell you where it was that i saw a similar idea done with doors (it took me an hour to get through them with a ghost).
As far as the terrain is concerned; if its flat, add a fog-like effect for cover; if its rocky place strategic nade or ammo placements (I've been aircraft camp to no ends when i was stuck in rough terrain in extinction; having no ammo or nades to knock down the enemy with really bites); if its sloping hills, a downed vehicle or two would be much appreciated in a sniper slayer match. It's fancy terrain, and he's going to have lots of structures and ammo placed out there.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Apr 30, 2011 09:04 PM
Msg. 523 of 1498
Ill be honest here, i didn't read through the whole post so idk if this was addressed: The vehicle (Sparrowhawk) if ripped from the RPG Beta 6_2 is an overkill device as its rockets will kill when deathless is enabled; but i do like its handling and damage effects (it smokes and falls from the sky when hit). It would be a great add if damage effect from its munition was adjusted) [Sparrowhawk=Banshee]
I'm probably going to go with the Hornet. I found the Sparrowhawk difficult to control, and not very fun. That said, it would take some messing around with it to get it all purty, whereas the Hornet needs some minor adjustments. But we'll see.
I'm am one for having atleast two "god weapons" on the map but they must be very well hidden and low on ammo; two great ones would be the golden needler from the mummy map series and the chaingun from RPG Forrest. Now these, arent necessary or even meant to see direct combat but getting blown away Terminator style or in a repetitve golden flash does bring a smile to my face when on either end of the weapons.
No God-weapons. None that can kill, anyway.
The warthogs(or hog, once again i did not read the whole post to see if it was addressed); please dont add useless hogs like the glass lid hog from coldsnap or the overpowered guass hogs from(name map here) as they tend to sprout noobs like beaches sprout fat people in the summer (HILARIOUS). Aslo, if mongooses or ATVs(whatever you want to call them) are used could you please not use the ghost physics on them (you have no idea how many times i've flipped them by holding the spacebar or the ctrl key and killed myself because i was doing drivebys with a heavy).
Way ahead of you there. There will be no unarmed vehicles in this map.
Oh, and as far as your concern for oddball leaving the minimap goes; may i suggest a scenery wall linked to the scenario file that drops into place around those "escapes"? If i could remember the map name i'd tell you where it was that i saw a similar idea done with doors (it took me an hour to get through them with a ghost).
I have little concern for players taking the Oddball away. There will be very few vehicles, all land-based, and there will be no flying vehicles for quite a ways. Besides, given the broad scale and openness of the map, I feel the player will almost be forced to seek shelter in one of the few structures/bases/addendums available, which will make Oddball hunting a systematic, but finite, process. Plus, the Oddball spawns will all be in somewhat neutral locations, to encourage hectic killing frenzies (i.e. to prevent it form spawning next to a player, who then hops in a hog to safety).
As far as the terrain is concerned; if its flat, add a fog-like effect for cover; if its rocky place strategic nade or ammo placements (I've been aircraft camp to no ends when i was stuck in rough terrain in extinction; having no ammo or nades to knock down the enemy with really bites); if its sloping hills, a downed vehicle or two would be much appreciated in a sniper slayer match.
There will be several fog planes in the main chasm, in addition to a few other places. As for the main terrain, there won't be any fog, but there will be ammo and vehicle spawns in a more abundant spread than seen on Extinction.
Other than that it looks great and can't wait to play it. (i appologize in advance if any of the above had been adressed or if it sounded demanding in any way; its just been one of those days.)
Hopefully that address your statements, else let me know. Pictures will come either later tonight, or tomorrow. I have a Java project to work on now, otherwise I'd post pictures with this reply.
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Commando N
Joined: Jul 16, 2008
Stupid Hacking AIs
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Posted: May 1, 2011 04:37 AM
Msg. 524 of 1498
Quote: --- Original message by: Switchblade
please dont add useless hogs like the glass lid hog from coldsnap
I thought the "glass lid" hog had some sort of double speed bonus as it had no weapons, I seem to recall it making a good getaway vehicle
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: May 1, 2011 05:29 AM
Msg. 525 of 1498
Quote: --- Original message by: Commando NQuote: --- Original message by: Switchblade
please dont add useless hogs like the glass lid hog from coldsnap
I thought the "glass lid" hog had some sort of double speed bonus as it had no weapons, I seem to recall it making a good getaway vehicle They're all the same speed.
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