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Re: CE server changes???
Posted: January 30th, 2014, 8:02 pm
by A§H»Stealth
A§H»£ñzó wrote:i see two ideas
1 slayer
1 coldsnap / snow grove vote or rotation.
Really? Did you even read the thread?
So far, we have suggestions for:
-Coldsnap
-Coldsnap/Snow Grove rotation
-Pistol server (no specifications)
-Pistol/sniper server (unlimited ammo, no vehicles/hogs only)
-Noob snipers (like old pro snipers (was that server 7?))
-Custom Map rotation
-Slayer server
-Modded CE maps, like the PC servers
-CE racing
A§H»Mandalor wrote:trafficking
You keep using that word. I do not think it means what you think it means.
What about an elimination server? Doesn't have to be custom maps (although I think that would be cool-- I guess I just like customs). 3 lives or something? We'd need some sort of mod that would keep people from leaving to get more lives, similar to the way you stay zombie if you rejoin in the zombie servers.
Re: CE server changes???
Posted: January 30th, 2014, 8:23 pm
by A§H»Xoth
A§H»Stealth wrote:A§H»£ñzó wrote:i see two ideas
1 slayer
1 coldsnap / snow grove vote or rotation.
Really? Did you even read the thread?
So far, we have suggestions for:
-Coldsnap
-Coldsnap/Snow Grove rotation
-Pistol server (no specifications)
-Pistol/sniper server (unlimited ammo, no vehicles/hogs only)
-Noob snipers (like old pro snipers (was that server 7?))
-Custom Map rotation
-Slayer server
-Modded CE maps, like the PC servers
-CE racing
A§H»Mandalor wrote:trafficking
You keep using that word. I do not think it means what you think it means.
What about an elimination server? Doesn't have to be custom maps (although I think that would be cool-- I guess I just like customs). 3 lives or something? We'd need some sort of mod that would keep people from leaving to get more lives, similar to the way you stay zombie if you rejoin in the zombie servers.
Good post, thanks stealth. The other ideas where getting lost there in the spam. That said, now may I spam my thoughts

cold snap, meh don't see that getting much if any activity unless somebody wants to stay in it 24/7 to draw traffic. When you do get a person(s) enjoy your time being trolled. I'm thinking more massively popular server types that will stay full as in the blood gulch servers 22 & 23, and some of the others like that. A relatable popular map type but with a twist that causes it to stand out from the rest. Back to my suggestion, blood gulch with pistol/snipers or standard weapons with unlimited ammo. Not sure if thats possible without sapp, though. Whatever we do lets not bring back some old or niche map that nobody's going to he interested in, except for a couple of kids looking to try their new bots out.
Re: CE server changes???
Posted: January 30th, 2014, 8:37 pm
by Mandalor
A§H»Stealth wrote:
A§H»Mandalor wrote:trafficking
You keep using that word. I do not think it means what you think it means.
When I say traficking I mean that a lot of people would be coming and going. Like a high activity rate in there. As for your idea, Stealth, on the elimination games, that does draw the eye.
-Mandalor

Re: CE server changes???
Posted: January 30th, 2014, 8:41 pm
by A§H»JÓÒK
A§H»Stealth wrote:
What about an elimination server? Doesn't have to be custom maps (although I think that would be cool-- I guess I just like customs). 3 lives or something? We'd need some sort of mod that would keep people from leaving to get more lives, similar to the way you stay zombie if you rejoin in the zombie servers.
+1
These are a hoot! I have been going to [CC]shiNe!'s elimination server because we don't have one of our own...
We can have pistols/snipers in some maps, heavies in some and shottys in others, etc.
That's just one server...
Great idea Stealth!

Re: CE server changes???
Posted: January 30th, 2014, 11:48 pm
by =DG=£ñzó
traf·fic
ˈtrafik/
verb
gerund or present participle: trafficking
1.
deal or trade in something illegal.
"the government will vigorously pursue individuals who traffic in drugs"
synonyms: trade (in), deal (in), do business in, buy and sell;
smuggle, bootleg;
informalrun, push
"he confessed to trafficking in narcotics"
Re: CE server changes???
Posted: February 1st, 2014, 11:33 am
by Elbarto
A§H»Mandalor wrote:Nobody up for some Racing server on CE?

We'd probably get huge trafficking there. [...]
Post Re: Server #9 Racing changes
Admining this server is like not enjoying it at all

You spend more time worrying about a slayer and then you get killed. Pfffff
As for the mods of 1,2, 3 and so on...i heard that you cannot just copy the mods from Halo to Halo CE. You would have to make new mods for CE which is not the easiest thing. (thats what i have been told a while ago)
Re: CE server changes???
Posted: February 5th, 2014, 9:39 am
by McMasta
A§H»Elbarto wrote:A§H»Mandalor wrote:Nobody up for some Racing server on CE?

We'd probably get huge trafficking there. [...]
Post Re: Server #9 Racing changes
Admining this server is like not enjoying it at all

You spend more time worrying about a slayer and then you get killed. Pfffff
As for the mods of 1,2, 3 and so on...i heard that you cannot just copy the mods from Halo to Halo CE. You would have to make new mods for CE which is not the easiest thing. (thats what i have been told a while ago)
^^
As for this thread...
From all the "crap" (Health warning: It isn't actual crap.) Stealth wrote, I would like to see a Coldsnap/something server (Eventhough I think I wouldn't be able to play on Coldsnap

)
and a Sniper or Pistol server.
I do enjoy myself a bit of silence and a session of waiting for someone to kill/get killed.
If you haven't realised by now, I do LOVE Snipers/Pistols on large maps.

Re: CE server changes???
Posted: February 12th, 2014, 6:02 pm
by A§H»JÓÒK
Bump
Re: CE server changes???
Posted: February 17th, 2014, 4:32 am
by Skylace
A§H»JÓÒK wrote:I liked Coldsnap too; it's fun when people are actually playing CTF and not 'kill the teammate'
or 'camp the mountain'. If we bring that back, turn off team killing.
Questions I have:
- 1) Will Phasor work on custom maps such as Coldsnap, Yoyorast Island, Chaos Gulch?
2) Would our modded PC maps from server #'s 1, 2, 3, 6 and 10 run on a CE server?
3) If we were to test the waters with custom maps, how would we choose the right one?
First I am going to start with the list of Questions in order
1. Yes
2. No
3. ?? What ??
Ok now to the team killing. If you ran phasor you could implement a some lines of code in a script that is not using onplayerkill or you just have some one (wizard) put it into any script.
Code: Select all
betrays = {}
tk_ban = false
tk_kick = 4
function OnPlayerKill(killer, victim, mode)
if mode == 5 then
if betrays[killer] then
betrays[killer] = betrays[killer] + 1
privatesay(killer, "Do not team kill!")
kill(killer)
if betrays[killer] >= tk_kick and tk_ban then
say(tostring(getname(killer)) .. " has been kicked for betraying.")
kick(killer)
end
else
betrays[killer] = 1
end
end
end
This will just punish the player if they betray and then if they continue to betray they will be auto-kicked unless you set tk_ban to true and use sv_tk_ban.
Re: CE server changes???
Posted: February 17th, 2014, 8:49 am
by =DG=£ñzó
Looks good Skylace!