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Search found 63 matches

by poVoq
Wed Feb 10, 2016 2:23 pm UTC
Forum: Community Development
Topic: gunplay: recoil + aim-down-sights + spread
Replies: 22
Views: 25974

Re: gunplay: recoil + aim-down-sights + spread

any updates on this?
by poVoq
Fri Jan 15, 2016 2:34 pm UTC
Forum: Ideas & Suggestions
Topic: Turn-based mode
Replies: 3
Views: 4023

Re: Turn-based mode

Not sure that would work well...

Maybe something more like https://en.wikipedia.org/wiki/Valkyria_Chronicles could be an option.
by poVoq
Tue Jan 12, 2016 1:23 pm UTC
Forum: Ideas & Suggestions
Topic: Make aliens vs. aliens and humans vs humans a possibility
Replies: 2
Views: 5429

Re: Make aliens vs. aliens and humans vs humans a possibility

I agree that this would make sense to have as an option.
by poVoq
Sat Jan 09, 2016 5:15 pm UTC
Forum: Community Development
Topic: gunplay: recoil + aim-down-sights + spread
Replies: 22
Views: 25974

Re: gunplay: recoil + aim-down-sights + spread

Does it dynamically resize according to the current shooting accuracy, i.e. move away from the center when the player is moving or jumping etc.?
by poVoq
Sun Jan 03, 2016 5:46 am UTC
Forum: Community Development
Topic: gunplay: recoil + aim-down-sights + spread
Replies: 22
Views: 25974

Re: gunplay: recoil + aim-down-sights + spread

Can this please be included in the main game? Pretty please? :thumbup:
by poVoq
Sun Jan 03, 2016 5:33 am UTC
Forum: Ideas & Suggestions
Topic: Suggestion for a melee weapon
Replies: 0
Views: 6329

Suggestion for a melee weapon

Since human weapons are currently being upgraded (right?): http://www.blendswap.com/blends/view/77151 Seems it would fit well into UNV. In general the melee fights could maybe be made a bit more interesting by adding a block option or other such things from games like Savage2 or Jedi Knight? Maybe s...
by poVoq
Sat Dec 26, 2015 10:16 am UTC
Forum: Level Design
Topic: New advanced map editor for Quake engines: TrenchBroom
Replies: 41
Views: 46388

Re: New advanced map editor for Quake engines: TrenchBroom

Hmm, yeah seem more complicated to convert q1 .map to q3 .map than I thought.

Anyways, the Trenchbroom author has confirmed that the 2.0 beta is close and that q3 mapping will be the next feature he plans to implement afterwards.
by poVoq
Sat Dec 26, 2015 5:56 am UTC
Forum: Level Design
Topic: New advanced map editor for Quake engines: TrenchBroom
Replies: 41
Views: 46388

Re: New advanced map editor for Quake engines: TrenchBroom

Uhh, looks like we might get a late xmas present: http://twitter.com/kristianduske/status/678718184829149185 No official Q3 map support so far (I think), but with some conversion in Netradiant it should work and hopefully official q3 support will follow. See what map editing in trenchbroom2 looks li...
by poVoq
Sun Dec 13, 2015 5:23 am UTC
Forum: Ideas & Suggestions
Topic: Split the base game into game modes
Replies: 5
Views: 4846

Re: Split the base game into game modes

Yes, a fun game-mode that can be played with few people would be definitely nice. However I don't think splitting player bases is a good idea. I would rather use it as a "warm-up" mode, i.e. the servers always start with a Human V.S. AI mode of waves of aliens attacking a human base, and o...

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