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Messages - Rapture

Pages: 1 ... 10 11 [12] 13 14 ... 25
166
mAAp Project / Re: MP_BREAKOUT UPDATES
« on: Thursday, October 10, 2013, 19:24:48 PM »
like i stated to u, if spanky or eliz wants to make this version se and bring back the original. then im not opposed to it. your free to have your opinions. thats fine, really it is. but u havent even gave it anytime to see popularity. what? 1-2 days? lol. i do appreciate your comments. but im not the one that says this map gets pushed or this map goes out the window or this map gets pushed. and its nice that u think we are having some kind of server war with u guys. lol.

167
mAAp Project / Re: MP_BREAKOUT UPDATES
« on: Thursday, October 10, 2013, 19:11:47 PM »
You could have just reduced the amount of nades and moved some spawn points? Instead of overhauling the whole thing =\. You basically made a completely diff map...

Have u played the map before? talking about the original. cause there is nowhere to move spawn points without making additional rooms. i mean are u saying move def from restrooms to offices? cause all that will cause is def getting closer to assault spawn faster. which people will then complain about. maybe ur saying move assault spawns into main pump room? then i can take obj (on assault) in like 15 seconds, maybe less. i mean where are u suggestion spawn points be moved to in the original map? lol

168
mAAp Project / Re: MP_BREAKOUT UPDATES
« on: Thursday, October 10, 2013, 18:50:13 PM »
but there are some issues with the doors i added, i will address those issues tonight later. i will replace all the yellow doors with more suitable doors and i will recheck the map for any errors it may have :)

169
mAAp Project / Re: MP_BREAKOUT UPDATES
« on: Thursday, October 10, 2013, 18:41:23 PM »
lol ty for ur input. im not sure about u or ur servers. but when we play wc se, we get a full server. as with this map, we get a large amounts of players on it. while there are still some bugs to be worked out, its still playable and alot of people like it. im not opposed if eliz or spanky wanted the original and this version being se. its up to them. but as far as what we host on our servers, we would only play this version. the map was changed cause the was 4 nades each player, which if 10 people are in then thats 40 nades in such a small area. everyone complained it was too small, had too many nades. i can rush in the old version (with me on assault) and hit obj in exactly 22 secs. how is that fun? people actually rage quit over this many many times. in my opinion and other peoples opinion, this version is more fun. i have only really seen complaints from lilpinky (who trolls anyways) and u. but im open to other suggestions to the map :)

170
News / Re: Upcoming Downtime
« on: Wednesday, October 09, 2013, 18:11:54 PM »
oh oh i get it. *slaps forehead"

171
News / Re: Upcoming Downtime
« on: Wednesday, October 09, 2013, 18:10:03 PM »
OMG ASSIST IS DOWN AND ONE OF THE ADMINS IS NAMED RAPTURE...

ITS THE END OF THE WORLD CONSPIRACY!!!

huh? lol. sorry just providing a way for people to play :D

172
News / Re: Upcoming Downtime
« on: Wednesday, October 09, 2013, 17:02:09 PM »
still a server up :)
open armyops.exe
open 68.189.218.177

:)

173
mAAp Project / Re: MP_BREAKOUT UPDATES
« on: Wednesday, October 09, 2013, 15:37:57 PM »
thank u

174
mAAp Project / Re: MP_BREAKOUT UPDATES
« on: Wednesday, October 09, 2013, 14:34:18 PM »
i am aware of some small bugs in the map thats playable right now online. i just though i would post this before people come in after playing it. heres just a small list of some things i did notice that will be fixed :)


Minor Bugs

- 1 entry ladder from tunnels up to warehouse do seem to glitch sometimes when ur on them. until i fix this (which is soon) bypass this glitch  by jumping onto the ladder when u head towards it to climb.

- The door/door frame in CEO Restroom needs to be resized slightly

- Obj Door doesn't block coronas from red light by helicopter outside of extraction

- add zoneinfo's to rooms that dont have them


while these are a few bugs i notice. it doesn't really affect the game play of the map. ill be updating this stuff soon and if anyone notices something not on the list, then please post it here :) ty

175
News / Re: Assist v7.49 News:
« on: Wednesday, October 09, 2013, 00:55:16 AM »
im talking with spanky now. seems likeeither killaman didnt share his with us. or it was overwritten somehow. it seems to stem from the map Petrol. i dont know how or what. but me and spanky (mostly spanky) is looking into it

176
News / Re: Assist v7.49 News:
« on: Wednesday, October 09, 2013, 00:51:38 AM »
ELiZ the same exact thing is happening with mAAp Pipeline

exact same error

177
News / Re: Assist v7.49 News:
« on: Wednesday, October 09, 2013, 00:48:07 AM »
pm'ed u the link

178
News / Re: Assist v7.49 News:
« on: Wednesday, October 09, 2013, 00:40:20 AM »
Rapture what did you do?!?!?! Not even a dev for a month and you broke Assist OMG!!


OMG!!!! I Knowwwwwwwwwwwwwwwwwwwwwww

179
News / Re: Assist v7.49 News:
« on: Wednesday, October 09, 2013, 00:39:21 AM »
done. i was just about to reopen in editor with the new mesh and texture files. i honestly never even seen that before
its in db now

180
News / Re: Assist v7.49 News:
« on: Wednesday, October 09, 2013, 00:28:50 AM »
i dont see a pump anywhere

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