Search found 1859 matches

by Mad_Dugan
Mon Dec 03, 2007 12:04 am
Forum: Team Fortress 2
Topic: custom map cycle
Replies: 161
Views: 6197

Re: custom map cycle

dugan explain the time adjustment again please, i didnt understand your comment I just ran the map locally and there is no global map timer. I mistakenly was thinking that the center control point granted more time when it was captured. It seemed like there wasn't any time limit or it remained high...
by Mad_Dugan
Sun Dec 02, 2007 7:41 pm
Forum: Team Fortress 2
Topic: custom map cycle
Replies: 161
Views: 6197

Re: custom map cycle

This breaks the whole community aspect of the servers, but this is where team only voice chat would go along way to organizing people on cp_floodzone2. Another idea is to maybe turn off the time adjustment when the center control point is captured to add some time pressure to push through, or at lea...
by Mad_Dugan
Sat Dec 01, 2007 5:39 pm
Forum: Team Fortress 2
Topic: King of the Hill style map released
Replies: 7
Views: 832

Re: King of the Hill style map released

I don't disagree completely, hence why it is still in alpha. I will mention that the map is set for only a 5 minute game. It is definitely a fast action team-work map. Snipers and soldiers clean out opposing snipers. Heavies & Medic combo push past control point. Engineers set up upgraded sentri...
by Mad_Dugan
Fri Nov 30, 2007 9:56 pm
Forum: Team Fortress 2
Topic: King of the Hill style map released
Replies: 7
Views: 832

Re: King of the Hill style map released

If you have played a dual_dual map, then it is similar, except now the match eventually ends with a winner.
by Mad_Dugan
Fri Nov 30, 2007 9:54 pm
Forum: Team Fortress 2
Topic: custom map cycle
Replies: 161
Views: 6197

Re: custom map cycle

cp_floodzone2 seems to approach being impossible to win with a full server. The single, middle choke point is too small for large teams.
by Mad_Dugan
Thu Nov 29, 2007 5:42 pm
Forum: Team Fortress 2
Topic: Admin Request Thread
Replies: 222
Views: 12872

Re: Admin Request Thread

Yes, I bastardized it. Move along. :)
by Mad_Dugan
Thu Nov 29, 2007 1:10 pm
Forum: Team Fortress 2
Topic: Admin Request Thread
Replies: 222
Views: 12872

Re: Admin Request Thread

1. Your Steam Community name Mad_Dugan 2. Your Steam ID STEAM_0:1:8597550 3. Have you been an admin for any J2 servers before? If yes, which? no 4. Have you been an admin for other servers before? If yes, which? (Disregard this if you can answer #3) Yes, the 3dfx Tribes server (way back when) 5. Wh...
by Mad_Dugan
Mon Nov 26, 2007 5:28 pm
Forum: Team Fortress 2
Topic: help us make a better MOTD screen!
Replies: 24
Views: 1729

Re: help us make a better MOTD screen!

I remember playing on a server which had some text in the upper left of the screen during game play. If you could do that on the FF servers E.g. "Friendly Fire Enabled", it might remove the need for it being mentioned in the MOTD as well as be a constant reminder.
by Mad_Dugan
Sun Nov 25, 2007 10:21 pm
Forum: Team Fortress 2
Topic: help us make a better MOTD screen!
Replies: 24
Views: 1729

Re: help us make a better MOTD screen!

To be honest, on any server, the MOTD is just one more thing to click through to get to the action. Short of a picture of a scantly clad women, it won't hold my interest. With that said, something short that can be read in a "half-second" would probably work best. E.g. Visit http://forums....
by Mad_Dugan
Sat Nov 24, 2007 6:28 pm
Forum: Team Fortress 2
Topic: ctf_sf_fieldtrip
Replies: 149
Views: 7533

Re: ctf_sf_fieldtrip

Last night when we were playing this map, I noticed that the small, destroyable forts on the left side of both bases have gaps in some areas where the walls meet the terrain. I was able to snipe players (foot shots) when they otherwise thought they were in cover.
by Mad_Dugan
Fri Nov 23, 2007 10:21 pm
Forum: Map Making and Game Modding
Topic: [TF2] How to add a team message when map starts
Replies: 0
Views: 365

[TF2] How to add a team message when map starts

I didn't find this anywhere using google, so here it is. This assumes some basic knowledge with Hammer. Add a Logic_Auto entity to the map (anywhere) With in the Logic_Auto's properties, select the 'Outputs' tab Click Add, and use the following values for the red team. My Output Name: OnMapSpawn Tar...
by Mad_Dugan
Fri Nov 23, 2007 10:12 pm
Forum: Team Fortress 2
Topic: King of the Hill style map released
Replies: 7
Views: 832

Re: King of the Hill style map released

Got some basic team instructions in there now. (cp_point_king_a2)
by Mad_Dugan
Fri Nov 23, 2007 3:13 pm
Forum: Team Fortress 2
Topic: King of the Hill style map released
Replies: 7
Views: 832

King of the Hill style map released

I created a simple 'King of the Hill' map that is a cross between Dual and Control Point games. The Winning team is the the one that has control of the point at the end of the games time limit. Limited decoration as I am more interested in refining game play dynamics and removing any exploits. cp_po...
by Mad_Dugan
Fri Nov 23, 2007 1:22 am
Forum: Team Fortress 2
Topic: ban requests
Replies: 134
Views: 15919

Re: ban requests

lazytown 24/7 server

Steam_0:0:13573031
Steam_0:0:7778930
Steam_0:1:7747628

They plant themselves in front of the ammo stations as heavies and let loose. Appeared to be working together