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Author Topic: Gang Garrison 2.2 Public Beta  (Read 84918 times)

Timohtep

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Re: Gang Garrison 2.2 Public Beta
« Reply #450 on: March 30, 2010, 05:43:44 pm »

Red one's almost done...
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Chu

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Re: Gang Garrison 2.2 Public Beta
« Reply #451 on: March 30, 2010, 05:59:22 pm »

Also, i just now realized, we need to have a Generator bubble? Maybe replace the trap bubble, because i have never seen anyone ever use it, ever.

Or have x3 switch between Intel, CP, and Generator depending on the game mode and put the trap (melting clock?) bubble replace  :x7:
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Z3

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Re: Gang Garrison 2.2 Public Beta
« Reply #452 on: March 30, 2010, 06:01:32 pm »

Lesson learned: Posts near the next page will get ignored. Several Exceptions have been made.
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Timohtep

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Re: Gang Garrison 2.2 Public Beta
« Reply #453 on: March 30, 2010, 06:10:49 pm »

RED Generator











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Psychopath

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Re: Gang Garrison 2.2 Public Beta
« Reply #454 on: March 30, 2010, 06:11:57 pm »

Oh dear god, yes :wuv:
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Timohtep

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Re: Gang Garrison 2.2 Public Beta
« Reply #455 on: March 30, 2010, 06:13:11 pm »

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Waterfall

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Re: Gang Garrison 2.2 Public Beta
« Reply #456 on: March 30, 2010, 06:17:00 pm »

:wuv:

One thing, is the second exhaust supposed to flash red like that?
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Wherewolf

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Re: Gang Garrison 2.2 Public Beta
« Reply #457 on: March 30, 2010, 06:20:35 pm »

Those generators are amazing :c1:
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Timohtep

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Re: Gang Garrison 2.2 Public Beta
« Reply #458 on: March 30, 2010, 06:21:34 pm »

:wuv:

One thing, is the second exhaust supposed to flash red like that?

Uh oh, I never noticed that. It's an easy fix for whoever's going to be putting them in. I'm too lazy to change it and reupload.
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Psychopath

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Re: Gang Garrison 2.2 Public Beta
« Reply #459 on: March 30, 2010, 06:39:02 pm »

hopefully compiled properly

wallmask and background don't match up for the staircases. They may not match up in other places too, I didn't get a chance to check everywhere.
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harmless

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Re: Gang Garrison 2.2 Public Beta
« Reply #460 on: March 30, 2010, 07:37:17 pm »

RED Generator













Yes


Also, disregard my last post. I just now realized that all three are stages of damage... xD
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AcidLead

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Re: Gang Garrison 2.2 Public Beta
« Reply #461 on: March 30, 2010, 07:44:04 pm »

RED Generator












Uh, one suggestion. On the last damage stage, keep one piston moving and one gear turning. Otherwise it seems like the BLU generator is more effective :)
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Chris P. Bacon

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Re: Gang Garrison 2.2 Public Beta
« Reply #462 on: March 30, 2010, 07:44:26 pm »

Alright, here's an update

It's the same file name/link as the original post.

http://www.cube7.ca/GG2%202.2%20Beta.zip

fixed needles/mine gun alarm[5] while ubered
fixed cp not capped on join
reduced healer +1 point from 250 healed to 200
increased needle damage from 3 to 4
reduced reload time for needles from 75 steps to 55
reduced reload time for revolver from 75 steps to 55
reduced max bubbles for q/c from 36 to 25
reduced blade base damage from 5 to 3
fixed continuous wins on arena mode if you're the only player on a team besides spectator
reverted to file save/load for kill cam as particles aren't captured with the create sprite from screen function
added victory/failure music for arena end of round
added mvp listing at arena end while round ends in overtime
updated gen_destroy
updated generator sprites
changed 'basetime' for a/d cp maps from 5 seconds to 6 (old versions are 10)
change 'basetime' for traditional cp maps from 5 seconds to 7 (old versions are 10)
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Z3

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Re: Gang Garrison 2.2 Public Beta
« Reply #463 on: March 30, 2010, 07:49:06 pm »

host
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AcidLead

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Re: Gang Garrison 2.2 Public Beta
« Reply #464 on: March 30, 2010, 07:49:54 pm »

reduced blade base damage from 5 to 3
FGAAAAADS
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