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Fueldump and Railgun CP spawns

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(@messenjah)
Prominent Member
Joined: 16 years ago
Posts: 641
Topic starter  

On Fueldump axis should not be able to spawn at this command post –

On Railgun neither axis or allies should be able to spawn at this command post –


   
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(@joke-d)
Noble Member
Joined: 16 years ago
Posts: 1710
 

^^

If you wanted to be my friend you wouldnt say i have pooey pants

NickelKroegerBack or GTFO!


   
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(@death_reincarnated)
Prominent Member
Joined: 16 years ago
Posts: 827
 

I agree on the fuled dump spawn being removed, since Axis are deployed slightly closer to objectives and we know that Allies struggle with the constant arty near the bridge fixing, snipers on hills and the general onslaught of axis medics around the bridge area.

As for the other spawn (on rail gun) both Allies and Axis can capture that spawn so its only fair that ‘first in, first served’ policy applies. That CP does not stop the flow of the game but it makes it harder for the the side which does not own that CP. I think its a critical objective and good that its there.


   
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(@antagonist)
Noble Member
Joined: 15 years ago
Posts: 1007
 

remove both spawns… 2 easy to completely dominate the map with either……

Ulti has hacked since the down of time, and he is still mad that nobody will be his friend.


   
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(@messenjah)
Prominent Member
Joined: 16 years ago
Posts: 641
Topic starter  

As for the other spawn (on rail gun) both Allies and Axis can capture that spawn so its only fair that ‘first in, first served’ policy applies. That CP does not stop the flow of the game but it makes it harder for the the side which does not own that CP. I think its a critical objective and good that its there.

Its bad, very bad. Made worse by oz spawn shields and spawn times.

You can spawn CP and if 6+ people spawn there you have a chance of spawning at the doorway near the ammo and health crates.. You can then make it up to the allied MG emplacement at the track switch without getting touched.


   
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(@sunncaeks)
Noble Member
Joined: 15 years ago
Posts: 1433
 

Time to open WolfRadient then, eh?

Mer.


   
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(@i0nwr1t3r)
Noble Member
Joined: 15 years ago
Posts: 1526
 

I agree on the fuled dump spawn being removed, since Axis are deployed slightly closer to objectives and we know that Allies struggle with the constant arty near the bridge fixing, snipers on hills and the general onslaught of axis medics around the bridge area.

I have to agree with DR on this one,Axis cp spawn shut down allied assault completely & allies just kept rage quitting out of the futility of it.

With 4.5 mins left on the map,Allies still had not got tank through the Doors after the bridge,this is crippling the whole map.

Cheers

i0n

[url]Enemy Territory Download[/url] | [url]Missing A Map? Get It Here[/url] | [url]ET Pub Server IP[/url] | [url]Need An ET Key?[/url]

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(@messenjah)
Prominent Member
Joined: 16 years ago
Posts: 641
Topic starter  

Bump.


   
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(@death_reincarnated)
Prominent Member
Joined: 16 years ago
Posts: 827
 

Bump.

Still has not been fixed? This why you have bumped the thread???


   
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(@skankymoe)
Prominent Member
Joined: 15 years ago
Posts: 739
 

Bump.

Still has not been fixed? This why you have bumped the thread???

Railgun has been removed, havent you noticed ?

And Im changing the versions of the originals to mod versions tonight.
So not only will spawn points change, the looks will change too.

Game Is For Pew Pew And Forums Is For QQ


   
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(@messenjah)
Prominent Member
Joined: 16 years ago
Posts: 641
Topic starter  

Bump.

Still has not been fixed? This why you have bumped the thread???

Railgun has been removed, havent you noticed ?

And Im changing the versions of the originals to mod versions tonight.
So not only will spawn points change, the looks will change too.

Oh no what evil have I unleashed =[

๐Ÿ˜†


   
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(@skankymoe)
Prominent Member
Joined: 15 years ago
Posts: 739
 

Bump.

Still has not been fixed? This why you have bumped the thread???

Railgun has been removed, havent you noticed ?

And Im changing the versions of the originals to mod versions tonight.
So not only will spawn points change, the looks will change too.

Oh no what evil have I unleashed =[

๐Ÿ˜†

Once I get a taste of those tear drops, I just want a river of tears, Hmm, num nums, let me get my bucket ๐Ÿ˜ˆ

Game Is For Pew Pew And Forums Is For QQ


   
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(@nelots)
Noble Member
Joined: 16 years ago
Posts: 2047
 

let me get my bucket ๐Ÿ˜ˆ


[youtube:u5gradvp][/youtube:u5gradvp]

Your an inbecile full stop.

noobItUp <> sorry I started playing with butz again


   
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(@antagonist)
Noble Member
Joined: 15 years ago
Posts: 1007
 

Hey skanky your pretty smart.. smash out a spawn selector for all these customs, i remember a guy ages ago who used to keep everyones configs up to date by posting map spawn select scripts and all you would do is save it into a cfg file and make a map autoexec and presto you can spawn select heaps easy
not sure if u can or not but would be great if you could.

Ulti has hacked since the down of time, and he is still mad that nobody will be his friend.


   
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(@messenjah)
Prominent Member
Joined: 16 years ago
Posts: 641
Topic starter  

Instead of making another thread..

The mapscript that adds the tunnel spawn for allies on oasis needs fixing.

Currently if allies build the pump and axis reclaim (or never lost it) the old city they get the tunnel spawn after 75 seconds, which is normal.
But when an axis engineer blows the pump a message appears saying ‘Allies have lost the tunnel spawn’ but they have still have the spawn point and can spawn there anyway.


   
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