Besides, it doesn’t make sense that you get more damage with rockets than with grenade considering rocket jumps won’t get you higher than grenade jumps. I feel that we die too much in this game because of self-inflicted damage with rockets. Reduce self-inflicted damage with rockets.If you do so, remove it from insta modes. Make the chainsaw hit continuously and recharge only after a hit.That would allow for the e key to be an additional bind (for weapons or anything else). Make edit mode accessible with ctrl+e not just e.Basicly just add some menu with player models tickable for your teamates and your opponents which would allow specific player models or not for your teamates and your opponents. Currently, you can only choose a player models for yourself and allow other’s player models or force them to match yours. Add the ability to either choose, allow or force player models for you, your teamates and your opponents.There’s no need anymore for « pan » maps or symetrical maps with face-to-face bases. Right now sauerbraten needs maps that show some thoughtful layout (like reissen or dust2). In addition to removing some maps I believe the requirements for a map to make it into the release should be raised. Here is list of maps that I believe could be removed : akaritori, alloy, aqueducts, asgard, donya, duel7, dune, europium, evilness, force, frostbyte, guacamole, island, katrez_d, kmap5, mach2, masdm, orion, pitch_black, roughinery, sauerstruck, shindou, shiva, snapper_rocks, sacrifice, spcr, subterra, tortuga, stemple, thor, torment, valhalla, xenon. Removing the game’s worst and most unplayed maps would raise the average quality of Sauerbraten maps. We all inherently know that quality matters more than quantity. The way I see it, too much maps were added to the previous release. Tell him to take a piece of paper and pen and to come up with some layout. Ask Nieb to stop making maps with the overall shape of a pan.Removing these would make the game lighter to download. Remove sp and rpg content (or make it downloadable as additional content).The sound of your own weapon switchs should remain the same in all circumstances : monaural (just like the sound of your own jumps). Conversely, If I strafe right as I change weapon, I will hear the weapon switch sound coming from my left. If I strafe left as I change weapon, I will hear the weapon switch sound coming from my right. This way you would be able to know if it was a direct hit when you don’t get to see the projectile hit your opponent. For direct hits with grenades and rockets, the hit sound would need to be significantly more low pitched (or even different). Conversely, the less damage dealt, the less low pitched the hit sound is. The more damage dealt, the more low pitched the hit sound his. Add an optional sound feature that would pitch the hit sound depending on the damage dealt with grenades, rockets and the shotgun.With a fragsound you could have the information whilst keeping your eyes on the action at play. Sometimes when you fire rockets or grenades you don’t get to see your opponent fragged, you have to lift your eyes to the console as it’s where it gets output (you fragged playername). Here are my suggestions in a random order : I know there's already a topic for making suggestions but I really wanted to have my own. Over the years I have been picking up issues and I feel like I can make suggestions for those issues. To me sauerbraten is an excellent game with a very unique feel. I have been playing under various nicknames : first younes then nature and now wanderer (my auth nickname is « naturepalace »). I have known sauerbraten since july 2008 so that’s almost 9 years. The search engine will only find messages which match all the keywords you enter below, much like other search engines do.ġ9 results in threads | 134 results in messages
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