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 Post subject: Re: Team Fortress
PostPosted: Sun Feb 05, 2012 12:16 pm 
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HEY ZED. not sure if your too busy or whatever. but do you think you would be able to make a 2v2 version of this scheme? 1v1v1v1 works pretty well but the 3rd and 4th team are unable to get metal.

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 Post subject: Re: Team Fortress
PostPosted: Sun Feb 05, 2012 1:39 pm 
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Yeah its not hard, ill make it.

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 Post subject: Re: Team Fortress
PostPosted: Mon Feb 06, 2012 9:38 am 
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awesome, that would be great.

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 Post subject: Re: Team Fortress
PostPosted: Mon Feb 06, 2012 10:09 am 
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Added, didnt tested it much.

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 Post subject: Re: Team Fortress
PostPosted: Tue Feb 07, 2012 9:44 am 
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Cheers man, ill do plenty of testing now :)

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 Post subject: Re: Team Fortress
PostPosted: Wed Feb 08, 2012 8:15 am 
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Hey man ive done some testing in single player. 1v1v1v1 is flawless. well done. 2v2 on the other hand is somewhat glitchy. note that i have not had the chance to test it properly online due to the lack of px players. so heres the deal. when any team other than team one switches worms, the weapons from the previous seleted worm stay in the inventory with the new worm. usually when this glitch happens you are unable to fire in 1v1 and you just have to switch the worm to fix it. but with all teams exept the first one you can fire a sniper rifle if your an engineer ect. i have a feeling this only happens in off line local 2v2 so ill try do a test online and see how it works out.

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 Post subject: Re: Team Fortress
PostPosted: Wed Feb 08, 2012 10:30 am 
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D: dunno wat doing that, but u can play 1v1v1v1 like in teams

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 Post subject: Re: Team Fortress
PostPosted: Thu Feb 09, 2012 6:24 am 
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indeed. it would be easier with different colors anyway. i still havent tested 2v2 with 4 people so as soon i do ill let you know. im working on a fow version. :) including StepS's new light launcher. but i wont release it unless its up to your standards.

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 Post subject: Re: Team Fortress
PostPosted: Mon Feb 13, 2012 7:15 am 
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here is a replay of 2v2. with 4 players online. basically, it fails :) i have also noticed a glitch where if you drop a turret on top of a jump pad or a jump pad on top of a jump pad, often the game will freeze :( http://www.sendspace.com/file/mva1wp

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 Post subject: Re: Team Fortress
PostPosted: Sat Feb 18, 2012 5:17 pm 
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A rather interesting gameplay situation has happened, where the only survivors on both teams were captains. This time they were lucky and managed to get to each other. But in other circumstances this might really turn into a draw, since there aren't many good ways for captains to move around without the help of engineers. Something needs to be done with this issue. Either by declaring a draw like in chess, or giving captains some additional movement tools.

As much as I like engineer, I think captain is the one who should have Jump Pads and Blowtorches. That way he could utilize parachute more efficiently and will be forced to move his lazy butt to push other teammates, instead of hiding in deep hole like he usually does. That way Captain vs Captain or Captain+Sniper vs Captain situations will be easier to finish. (engineer with his fancy Tele-grenade is already useful enough)


Attachments:
File comment: King vs King :D
replay - Capt vs Capt.zip [1.37 MiB]
Downloaded 492 times


Last edited by oinky on Mon Feb 20, 2012 1:49 pm, edited 1 time in total.
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