Search found 22 matches

by spudwebb
Sat Dec 20, 2014 3:17 pm UTC
Forum: General Discussion
Topic: Why is this game so fast?
Replies: 6
Views: 8072

Re: Why is this game so fast?

The increased alien FOV and low height of some units makes everything look fast.

by spudwebb
Sun Dec 14, 2014 7:36 am UTC
Forum: General Discussion
Topic: Please make repeaters deal more damage (demo)
Replies: 10
Views: 11499

Re: Please make repeaters deal more damage (demo)

Oh here is the best of all.

I did it in a real game against a human player.

http://s000.tinyupload.com/index.php?fi ... 5452652655

by spudwebb
Tue Dec 09, 2014 3:44 am UTC
Forum: General Discussion
Topic: Funny demo
Replies: 1
Views: 2842

Funny demo

by spudwebb
Sat May 17, 2014 6:11 pm UTC
Forum: Ideas & Suggestions
Topic: cloaking structures
Replies: 1
Views: 2818

cloaking structures

How about an alien structure that makes radar useless until you kill it? A radar jammer. Or how about a structure that lets you build holes to hide your structures in? I hate the situation where aliens get decimated and humans run around with luci cannons for a half hour, every time you build someth...
by spudwebb
Wed May 07, 2014 2:35 am UTC
Forum: Ideas & Suggestions
Topic: Boring Camping Games
Replies: 8
Views: 11440

Re: Boring Camping Games

Thanks for your replies! Let me take round 2 at it. 1. Create general incentives for offense a. Give morph points / human credits for destroying enemy buildings. […] b. Give players an offense bonus and stats boost after they destroy a building. eg. +10% speed, +bite damage, +healing If you lose str...
by spudwebb
Mon May 05, 2014 12:53 am UTC
Forum: Ideas & Suggestions
Topic: Boring Camping Games
Replies: 8
Views: 11440

Boring Camping Games

how to avoid boring camping games. Generally I take that to mean, avoid human camping, since aliens tend not to camp. However, it would be nice to try some new was of also rewarding alien offense with more fun. I'll just throw some out there, maybe some discussion will start. I'm just brainstorming....
by spudwebb
Wed Feb 12, 2014 4:35 am UTC
Forum: Troubleshooting
Topic: Map rotation woes
Replies: 1
Views: 3005

Re: Map rotation woes

I'll reply to my own post. maprotation.cfg is not a quake parseable file. (like the other .cfgs) You're supposed to place it in the directory with the other configs and 'set g_initialMapRotation rotation1' It didn't work for me because it wasn't in the correct configs directory. For debian it should...