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Messages - MothaGoosE

Pages: 1 ... 6 7 [8] 9 10 ... 19
106
News / Re: 25Assist v7.20 is released
« on: Tuesday, January 08, 2013, 00:29:15 AM »
This is off-topic but Possessed already did change it, it just hasn't been implemented. I think there should be a community poll where people vote and if it's a close race, it stays as-is.

I agree. This method has the best chance of pissing off the least amount of players possible. I suggest that, when the poll does go up, everyone notify everyone they can to vote so that the community is more accurately represented. I also think the poll's results should be hidden until the poll is over.

107
mAAp Project / Re: mAAp v7.2 Discussion Thread
« on: Monday, January 07, 2013, 22:48:06 PM »
HAHAHAHA Yea! A ton of weapons in the middle of the pool. A few RPG's would be great too cuz all the close walls would kill you and everybody in there.
LOL - if only AA supported a free-for-all mode haha

108
mAAp Project / Re: mAAp v7.2 Discussion Thread
« on: Monday, January 07, 2013, 22:13:29 PM »
2 v 1 in favor of removing weapon pickups on Pool Day.


Killa, I imported some cool creaks and door shit into the sound pack, check em out :)


You could always stick it in the center pool. It could make for some interesting moments if people try and go for it.

109
News / Re: 25Assist v7.20 is released
« on: Monday, January 07, 2013, 15:53:26 PM »
34 for pipeline way too much ... urban the same ...

It's 32. Solution: limit server capacity to 26 slots. I don't see the problem with more potential for more people to have a good time.

110
News / Re: 25Assist v7.20 is released
« on: Monday, January 07, 2013, 13:57:30 PM »
Wow they're already modding new servers. No chance to delete that rpk I guess? pretty unfair

That will most likely have to be something for the next release. No one pointed it put when the maps were being tested.

111
News / Re: 25Assist v7.20 is released
« on: Monday, January 07, 2013, 13:27:38 PM »
U did great job there. Now I have a question, why is there an rpk on poolday that is closer to blue team than red team? I don't understand why make this unfair lol

I don't know. None of us made it.

112
mAAp Project / Re: Recognize this map?
« on: Monday, January 07, 2013, 12:51:13 PM »
Will it be VIP or Objective map? I'm excited :P

I'm actually not sure what would be best, yet. I didn't even think about VIP, but that's a good idea. I guess it's all up to what people want to see. XD

113
mAAp Project / Re: Recognize this map?
« on: Monday, January 07, 2013, 06:02:42 AM »
Your version looks amazing, CS:GO version is a recent map full of things, isn't like making a version of Office from cs1.6 or CS source.
I played CS:GO when it was free on steam, new de_inferno has a cool design too.

Thanks! Yeah, I wanted to remake the latest one because I really like the way they redesigned it. It's still the same old office, but it looks so much nicer than it did in Source. I was playing Global Offensive in office, saw some really bad errors in the map and I wonder if I can make it better than they did haha. Probably not, but Office is a well balanced competitive map, so it just might get played. I've git a lot of work to do though. I only furnished the garage to take pretty pictures for the announcement.

114
mAAp Project / Re: Recognize this map?
« on: Monday, January 07, 2013, 05:44:19 AM »

115
mAAp Project / Re: Recognize this map?
« on: Monday, January 07, 2013, 05:35:05 AM »
You know your map is good when it doesn't even look like AA :D Great job.

Also, no I don't recognize it but then again, I didn't play that game.

Hahaha thanks!

Someone will recognize it. It's from Counterstrike: GO

116
mAAp Project / Recognize this map?
« on: Monday, January 07, 2013, 05:15:21 AM »
Now that mAAp pack 7.20 has been released thanks to ELiZ's awesomeness, I feel it's time to get started on something new. Here's a sneak peak at my latest pet project. This map should be familiar to some of you.



Here's the full picture album: http://s1282.beta.photobucket.com/user/MotheGoosE217/library/

117
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 04:14:29 AM »
Only about 20% of the spawn points you get a weapon  ;)

This may sound stupid, but have you tried cutting and re-pasting them?

Also, Max had a similar problem with his spawns at one point when he placed pickups in his map.

118
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Friday, December 28, 2012, 05:16:43 AM »
Most of the bugs reported on Petrol, Rooftop, and city Block are fixed although we're still not sure why Petrol and City Block can't be switched to. It's an error with tours.ini but there seems to be nothing causing it. Thanks a lot for helping out.

I noticed that the missions are called mp_petrol ect instead of [mAAp] Petrol

The game cannot find the briefings, the screenshots or the fact that it is in the mAAp pack

You probably know all of this, but still.

Also, Spanky, In your Pipeline, I noticed that Assault can get a 203 into the Main Control Room very quickly. Defense can shoot back and it's not an easy shot, but it's a shot that could kill everyone in the main control room. This isn't really a problem, just thought I'd let you know. Move out, motherfuckers! XD I love how many ways there are to go. Really good job with that.

119
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Thursday, December 27, 2012, 19:42:42 PM »
I have no idea where :D There's windows just above an outside eating area. You can break them and jump down 2 stories and land on various things.

Oh, that's fine since they pay for it by taking damage. It doesn't provide any sort of advantage.

120
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Thursday, December 27, 2012, 19:37:38 PM »
I have a few as well;

Contingency - There should be playerblocks in windows to prevent players from jumping out onto other objects that they normally can't get on. If you don't want to block windows then put physics volumes on top of the dining table things and stuff outside to push players off the top of them.

Ice - Cave has outdoor gunfire sound and the meshes around the entrance have gaps.

City Block - Briefings don't seem to work.

City Block & Petrol - Can't switch server to them in the admin control panel.

Monkey Island - AGP_Viewport needs work.

mAAp Pipeline - Map image in Assist and AA (overhead view) needs to be updated.

Which windows and what objects? If you're talking about the lights in the warehouses, I put player blocks around them so people could jump on them.

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