201

(3 replies, posted in Development)

As a serveroption, maybe, but I think information should be kept quite close too minimum per default. Teewars is supposed too be simplistic, don´t let stats ruin that.

(I am however for showing both kills and deaths)

For the afterdiscussion, the coming demo feature should do a better job smile. Maybe it could be made so you can review it together? With fast forward, rewind and stuff so you can really discuss different moves - like in a Go game on gGo smile.

202

(7 replies, posted in Development)

munyul wrote:
FireArrow wrote:
V34 wrote:

Neat idea, great for race maps (:

That would make it way more easy to prove your über speed records tongue

Having an official sv_gametype=race would make it even more easier wink

Startflag and finishflag would be pretty much perfect, wouldn´t it? Then you have ready and timing, all in one. How could it get better?

203

(11 replies, posted in Development)

A fall down line that instantly kills would be good I think, then you could have maps where you don´t want too fall down in the gaps between the platforms - like in Mario.

I would however like too see that maps using such a dead-line place it well blow the platform, so that you never die before you get a chance too hook back up.

But dying in water... no, I think tees would be quite good swimmers. I mean, they probably even float smile.

204

(17 replies, posted in Developer Journals)

What is the tongue smiley hinting at?

205

(53 replies, posted in Community News)

Wow, I really like that TeeWars by licked video. Brilliantly cut! Showing pretty much every aspect of teewars dm play through some real high quality entertaining pwnage smile.

206

(12 replies, posted in Development)

I think matricks suggestion would be an improvement.

Though showing both kills and deaths would be more informative. Who cares about some abstract score, with just the plain facts people can judge them how they like smile.

207

(17 replies, posted in Developer Journals)

Having fansites in different languages seems like a good idea too me. It would give fans who don´t know or arn´t comfortable with english a place too be, hang out and ask questions. At the same time it would keep this forum understandable too a wide audiance by keeping it all-english.

I would however like too see links between the communities. Ideally all who do know english should find this site, and for instance french people hanging on this site should be encouraged too go too the french community as well. That should make sure that there are actually people there who can answer questions, and for the difficult ones, translate and redirect them here.

Thus I´d like too see a list of links too active fansite communities on this site, as well as all of them linking back here.

208

(9 replies, posted in Development)

Change is not always bad, but this one would be. A single weapon with recoil doesn´t neccessarely need too be bad though, if it makes sence with how it is used.

209

(53 replies, posted in Community News)

I live in the same student corridor as one of the contributors, serp, and one day he showed it too me. Was impressed, have been playing since.

210

(26 replies, posted in Community News)

Indeed. Would be very nice too see that, even if I wouldn´t understand a thing of what´s said smile.

211

(207 replies, posted in Development)

Teeminator wrote:

i think it is maybe cool if every skin have a special power

The purpose of skins is that your look should be somewhat personal. Even if special powers would be balanced enough too maintain the variation, I think it would be bad since people would then choose skin for the power rather than for what look they like.

212

(26 replies, posted in Community News)

Teme wrote:

i cant understand this.. how does this esl ladder thing work? someone please explain it to meh big_smile

First you need an account on esl, can be made on the page linked too in this threads first page. Pretty straightforfard. Filling in some info, activating by email, the usual.

Then you need too actually join a teewarsleague (esl has leagues for a lot of games, so it won´t automatically understand that your´e there too play teewars). The dm ladder, which is the only one I know something about, demands that you have filled in a way too contact you in your profile, that has too be either icq or irc, so without that you won´t be able too join. When logged in, you can access your profile, your challenges as well as personal messages in the top right corner of the page.

The ladder is basicly a rankinglist. By playing a match against someone your ranking will change according too some mathematical formula taking both how big the win and how strong you and your opponent are into account. So beating high ranked players give you more than beating low ranked ones basicly, and when you loose you loose as much points as your opponent gains.

A match begins with a challenge on the esl page, which has too be accepted too be valid. Though if you challenge someone "close" above you on the list he/she has too accept or he/she gets penalty points, not sure how those actually work. A match is played in 2 rounds of 10 minutes, and you report the score too esl along withy a screenshot of the score as proof. And that´s about it.

Finding a good server too play a match on is troublesome though, I havn´t quite solved it myself. You need rcon control of it too make sure a round is exactly 10 minutes, and having it on one of the contestants computer gets very unfair ping-wise. I´m hoping that someone sponsors with some official servers real soon.

213

(8 replies, posted in Development)

munyul wrote:
FireArrow wrote:

I don't think non-grabbable tiles is a very good idea...
Pretty soon there will be a huge load of maps where you can fall into a pit and not get up again.

Non grabbable blocks are a GREAT idea if they are used correctly!

If a mapper creates a map with pits you can't get out of (which would suck), then you don't need to play it... The choice of which maps you play still remains with you! Like any of the current maps, if you don't like it, don't play it!

Cheers,

I agree. That people can make mistakes with it is no reason not too include it. If the situation occurs, just tell the designer too fix it in a new version of the map. Might even be a good thing, promoting that people actually work on their maps.

It would need too be clear graphically that a tile can´t be hooked though, or it would feel random.

214

(207 replies, posted in Development)

nealz wrote:

Sticking to that concept also makes life difficult for effects that happen over time like poison or a shaft that wouldn't be one if the health system wasnt
changed. However when these effects are applied the victim should be somehow
able to see why they're there!
Imagine you got poisioned. A progressbar under your health with a number on it
appears and counts down from x to 0. Every time it passes through you loose
Hearts/Shards and does x=x--. When it drops to zero it ends ofc. A visualisation
for a freeze-effect could work similar; even a shaft would easy be convertible in
this manner (bars wouldn't last long tho... big_smile).

I´m not sure there should be poison in the game, but if included, I have an idea of how it could be quite neatly integrated in the current health-system.

-Poison damage could be shown with green little puffs in the same way stars show normal damage.

-Instead of removing hearts, poison would turn them green and sick-looking, starting with the heart furthest too the right. Green hearts would then dissappear over time one at a time, always at the same pace. Regular damage would remove green hearts first, so poison would be useless if you could kill your opponent anyway.

-Since I don´t see how shields turning green would make sence, the intuitive sulotion is probably too let poison ignore armor.

-Picking up hearts (life) could turn green hearts into healthy hearts before adding new ones (starting from the left). That way a single heart would save you from poison death, while at the same time poison could be used too prevent your opponent from healing.

215

(37 replies, posted in Development)

Hook is actually a pretty good idea I think smile.

216

(380 replies, posted in Development)

Ever since 0.3.0, I´ve experienced something lag-like every time I attack with the ninja sword. The movement seems sort of uneven and I get completely disorientated. It´s like that both on my home computer and that at my parents house, both use Windows.

217

(10 replies, posted in News)

Incredible improvement. First game on a 0.3.2 server was quite an experience. Where I would previously get quickly owned ending up thinking "but..." or "wtf?" the tee suddenly did exactly what I wanted too!

Have been having some accuracy problems since 0.3.0 came out, I´m guessing cause movement and weapon reaction were no longer syncronized due too movement prediction. All that dissappeared instantly with 0.3.2. Such a joy too see the bullets from the pistol in a straight line rather than the useless strayspray I had gotten used too!

218

(5 replies, posted in Development)

In really intense battles, you can save the bullets too realease at just the time you really need them. Like when the almost dead opponent is running away, or when your shotgun runs out of ammo. The pistol becomes a sort of complemetary weapon too the bigger guns, and doesn´t need reloading so much if you only use it when it´s undoubtably the best choice.

Maybe some way of more actively reloading it would be nice though. Like reloading faster if you stand completely still, isn´t shooting and isn´t hit by anything for example, so that you can take some temporal cover and reload in ammo-shortage situations. If som kind of animation and/or sound made it clear that you go into fast reloading mode I think such a system could be quite intuitive.

219

(7 replies, posted in Community News)

The ESL dm ladder would make a lot more sence if there were some public fair duelling servers (2 client limit) with the competition settings around that people know about. Matches get very unfair when the server is on one of the contestants computer.

In order for it too work properly the contestans need too be able too restart the server when ready so that the rounds get exactly 10 minutes long, and have the possibility too change maps according too what the players choose for the round. I believe the only way too let them do that is too give them rcon control, which is currently kind of tricky on a server not owned by one of them I believe. Pherhaps one could have the rcon password written publicly in the servername or something.

The one´s organizing the ladder don´t seem too have thought of this much, but the way I see it the upcoming competetive aspect of teewars could really really use some server support.

220

(26 replies, posted in Community News)

Yea, there should be some official ladder servers.

221

(26 replies, posted in Community News)

I´ve joined the duelling ladder now. Was a bit demanding, had too get icq, but that´s a small effort too get too compete in teewars. Played 3 games and lost them all, I must say the opposition in there is a lot stronger than I expected. A whole bunch of hardcore gamers discovering teewars through ESL.

Would be nice too see some more familiar names in there, so that the ladder was truly tied too the teewarscommunity. Hopefully some of the old veterans can stand their ground against the german invasion wink.

Seriously, this is really the chance too determine who´s the strongest teewarsplayer, and too get some really challenging games. I implore you all, take it!

222

(12 replies, posted in Development)

Stroganoff wrote:

#2
You should decrease the maximus distance between player and cursor. Make it the same as the rope length. Perhaps increase the rope length just a bit and meet in between. This way the cursor wouldn't get "out of sight" so easily in respectively after fury battle or movement. I think this could be done without breaking the dynamic camera feature.

I don´t think I would like that. Moving the cursor close too the opponent is useful sometimes, and in those instances a limit would be annoying.


Stroganoff wrote:

#3 (not sure about this yet)
Decrease the strenght of the rope (shoot and pull) so it would it would be more relaxed to handle yourself. This wouldn't decrease the pace of the game IMHO but it would give the players more control i.e. make it easier to bring the pace to its full potential. Might not be easy to get it right so please try often. smile

I would like that too, the fast pace makes the hook hard too master in the beginning and it still complicates things sometimes. It is, however, very important that youre still able too dodge bullets by quickly hooking a nearby wall. Maybe a quick surge at the time it hits a wall and then a slightly decreased pull?


Stroganoff wrote:

#4
Use the keys W and S to move the rope in and out of the gun while holding the right mouse button. Imagine hanging from the ceiling and pulling yourself up and down. (as seen in Liero)

Might spoil the elegance of simplicity, 2 more buttons is a high price for just a little more fun in my opinion. Don´t disregard it just cause I said so though, if the dev team sees a way too do this I trust them.


Stroganoff wrote:

#6
Add split screen support for up to four players.

Yea, that would be awesome smile. Tricky with the controls though.


Stroganoff wrote:

#7
Create at least one dedicated (small) 1on1 map.

dm1 works very well for 1on1 I think. Doesn´t work all that well for larger numbers, then it´s total chaos, but for 1on1 it´s real nice.


Stroganoff wrote:

#9
Enlarge the display of the ammo count so one would not run out of ammo so unexpectedly. You might want to change the location away from the health bar. Add an highlighting shader to the ammo display if your on your last bullets and/or add an option to issue a subtle warning sound when the player is on the last bullet of his current gun.

I think it´s meant too be hard too keep track of ammo. The click sound is there too be heard wink. A true gunman keeps track of it in his head (not saying that I´m a true gunman).

223

(10 replies, posted in Development)

jangs wrote:

It's good in one way, fun to know where people are from. But it should only be there on "registrered" members who want others to know where they are from.

By registrered I mean like http://www.teewars.com/forum/viewtopic.php?id=211 or http://www.teewars.com/forum/viewtopic.php?id=105

I don´t see why it can´t just be an option in settings (in the same place that you choose your tees looks)?

224

(6 replies, posted in Community News)

Hiya folks.

I´m not new at teewars and I consider myself a pretty good player. When it comes too ctf however, I´m a complete n00b.

Sure, I understand the basics. You wanna take the flag, protect the flag and kill the bastard who took the flag - but how should you tactically organize that? How do you cooperate as a team? I am quite clueless too this, and it seems most others are too cause there seems too be mostly chaotic running around and running into hordes of enemies at random (I can´t handle hordes, duels are my thing).

I´ve tried too ask people when I´m in if they could teach me some ctf tactics, but so far I´ve been completely ignored and have had too improvise.

So, anyone who knows anything about this, please do share.

225

(55 replies, posted in Developer Journals)

Would seem wierd too have a giant bayonet and not be able too hurt people with it.