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Thread: RE: Can I come back guys?
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11-14-07, 01:09 PM #1
RE: Can I come back guys?
I'm having some really odd problems here, I'm logged in but I can't reply.
There's 2 accounts, egokillar, and egokiller.
The second of them was made a week ago, due to some problems with one of my emails. I finally retrieved the password for this account, in hopes of solving my problem, but no luck.
I just don't see the reply section, yet I can still logout, check messages etc.
I really don't want to talk about my "request a ban" thread, because it makes me feel very much ashamed of myself. I swear I can't even read it, just skimming it.
There's really nothing else to say other than I'm very sorry for the things I've said.
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11-14-07, 01:18 PM #2
Re: RE: Can I come back guys?
Aaaw man, this made me laugh.
I tried checking the profile options, and there was something about quick reply that could be changed. Don't know how it could set itself to default on 2 different users though.
I'm embarrased.
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11-14-07, 06:17 PM #3
Re: RE: Can I come back guys?
Moderator,
Please lock this thread. The parent thread is at :
http://www.texasteamplayers.com/index.php?topic=22743.0
Thanks.
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12-22-09, 09:30 PM #4
Idea: Versus Variations/ New Game Modes
Just me thinking of a few things that would makes the game more fun.
these are all Versus Variation, to add to replayability.
1.
Time Attack
-Point system.
Both teams start with 1500 points at the beginning of each chapter
each second one point is taken away
each chapter also offers a total of 300 distance points.
when you reach the safe room you receive the remaining points
x50 survival bonus
-Difficulty
Common do 1/2 damage
Tanks never spawn except in finales
-Other Differences
Closet rescues are enabled, but distance points for that survivor resets.
in finales, the first tank spawns as soon as the rescue is called.
the second comes shortly after the first one dies.
2.
Realism
-Point System
Same as usual
-difficulty
Silhouettes for survivor do not show up
CI are tougher
Defibs don't spawn
-other differences
N/A
3.
Never ending struggle
-point system
same as usual
-difficulty
SI Spawns are 3-10 seconds.
Hordes spawn less
very little infected on the map
1-3 tanks spawn per chapter
tanks only have 1300 health.
-other differences
Infected team can choose there infected, if there is less than 3 on the map already.
Tanks are AI controlled
4.
Package pickup (Need a Name)
Each chapter have a random amount of packages.
packages vary from 5-16 per level
there are always the same amount of packages for both teams
the objective is to find and bring as many packages to the ending safe as possible
Each package a survivor picks up takes up one item slot
first the flashlight slot is removed, then first aid slot, then secondary add, then the explosive slot is removed.
-point system
each package that makes it to the safe room earns you 100 points
each package picked up earns you 50 points
x20 survival bonus
each chapter has a total of 250 distance points
-difficulty
closet rescues are enabled but all packages that are on a dead survivor get destroyed within 20 seconds of the death
-other changes
Jockys will drop all the packages on the jockied survivor,
if the packages are not picked back up in 20 seconds they are destroyed.
5.
Underarmed
-points system
same as usual
-difficulty
Only magnums and melee weapons spawn.
First aids don't spawn in safe rooms.
only 1-2 first aids spawn each chapter.
-other difficulty
N/A
6.
Colorless
-Point System
Same as Usual.
-Difficulty
Med kits don't spawn
Defibs dont spawn
all survivor start the round will 150 health
all survivors start the round B/W
-Other Changes
N/A
7.
Random
-Point System
Same as usual
-Difficulty
same as usual
-other difference
Instead of choosing a campaign to play the game randomly choose five,four or three chapters.
you play through these randomly chosen chapter just like any other versus match
a finale will always be last and only last.
8.
Escort
-point system
same as ussual except distance points are only awarded for the "Chosen"'s distance.
-Difficulty
Same as ussual
The "Chosen" can only hold secondary weapons
The "Chosen" cannot pick up any items.
-other differences
At the beginning of each chapter the AI director randomly chooses the team's "Chosen" letting each character become "Chosen" at least once in the campaign
The "Chosen" can only move at the pace of someone at one life, unless given pills or adrenaline
Opinions? ideas?[SIGPIC][/SIGPIC]
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12-23-09, 08:28 PM #5
Some of them were pretty good, but I mean Underarmed is a bit extreme, and the one where a Tank spawns 1-3 times per chapter? A bit hectic, and very annoying >_< Otherwise, pretty good :)
Oh, and package pick up would be amazing if it didn't take away First Aid Slot, but Pills, Flashlight and Grenade are fine. Would be awesome. The packages would be hidden as well, so you have to search everywhere :D"When dealing with backstabbers, there was one thing I learned. They're only powerful when you got your back turned."
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12-24-09, 01:49 AM #6
We had two game variations in L4D1 to counterbalance the weak infected.
1. No healing - Everyone picks up a health pack but cannot use it. This worked fantastically. It also had the added bonus of shortening matches, only slightly though. After a while we adapted to not having health packs and games started dragging on again.
2. Traitor - At the beginning of each level the survivors wait in the safe room for one minute, during that time the infected choose one survivor to be the "traitor". They send a message to the person along the lines of, "you're it". The traitor works secretly for the infected, his job is to prevent the survivors from reaching the safe room.
Traitor introduced an amazing gameplay element... paranoia. Time after time I watched teams self destruct because they became convinced the wrong person was the traitor. Hey you took too long to melee that hunter off, you shot that boomer when he was next to me, you set that gas can off and burned us on purpose, etc. Once a team believed they knew who the traitor was they would kill him. BUT, accusing someone of being the traitor would be something the traitor would do! So you can see how the paranoia feeds on itself.
Bad traitors attack brazenly. Good traitors are subtle and do exactly the things I mentioned... they take their time rescuing their fellow survivors, they "accidentally" shoot gas cans at the wrong time, they use up health packs when they don't need them, throw pipe bombs toward the other survivors, find excuses to backtrack, delay, delay, delay.
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12-24-09, 06:19 AM #7"When dealing with backstabbers, there was one thing I learned. They're only powerful when you got your back turned."
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12-30-09, 12:40 AM #9
I like all of these ideas. Each one would bring a unique twist to Versus.
How about something where if a survivor dies to an infected, he/she becomes an infected for the rest of the level? ...just a thought, I wouldn't know how to adequately give points for that though.
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01-05-10, 03:21 PM #10"When dealing with backstabbers, there was one thing I learned. They're only powerful when you got your back turned."
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