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Hide n' Seek - Just like old times~ (Version 1) 
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 608
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For me, it was the maps- they just didn't have enough good hiding places, and you'd be discovered too easily by the seekers. That, and the fact that the vanisher was nearly always useless as most of the players seemed to be able to see me with ease, despite being a long way away and me being in the dark.


Sun Aug 14, 2011 6:28 am
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Sun Aug 14, 2011 8:11 am
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Sun Aug 14, 2011 8:16 am
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Location: \o_o/
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I'll blame the maps too, for reasons Synert pointed out. SuperGod's servers used to have a pretty good maplist. I think I still have it somewhere...


Sun Aug 14, 2011 9:30 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 3369
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The GVH and some STLMSv3 maps were good with HNS. Just use a dark based map pack, then gg. Even Doom2 Map11 has some nice hiding spots.


Sun Aug 14, 2011 9:49 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 3190
Location: Friday Night Fragfest
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The cool thing about the map set is that you can run any other maps with it or just bypass them altogether. There's always been complaints about the Vanisher since the dawn of time. The trick is finding the middle ground. Most games I played or watched it was pretty even, but it depends on the map.

It's super easy to make the Vanisher more distinctively visible. I'm not too concerned with balance issues. I wanna hear more about what people might want to see, and that's more or less non-shit maps right?


Sun Aug 14, 2011 10:22 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1727
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Def. an official map pack.


Sun Aug 14, 2011 12:25 pm
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Sun Aug 14, 2011 1:31 pm
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Location: Friday Night Fragfest
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They're the easiest things to tweak out of the project, hence why I'm not concerned about them. ;)

Anything besides the Vanisher I should look into, regarding that?


Mon Aug 15, 2011 1:22 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 362
Location: Germany
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The Teleporter class, I think you should remove it people only use it to glitch out of a map so the seekers can't hit you.

Also it is pretty much useless in a normal map.


Mon Aug 15, 2011 1:34 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 222
Location: Flyin' high in Cloudsdale
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Fri Aug 19, 2011 5:16 pm
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: powernoob
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Fri Aug 19, 2011 5:29 pm
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: Rus
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Ijon Tichy, it's true. Well, at least I succesfully completed a nice set of rocketjumping wads which use old good "rocket - mega - rocket - mega - roc..." with this class with almost same amounts of fails as with the usual mortal doomguy. And I AM quite untouchable in any map even WITHOUT high heights, but only as long as I don't run out of ammo :/ and as long as I don't get some sniper scout/hunter.
Yeah, the maps are ruined all. They don't have much spots to hide. I used to know a server with stock doom 2 maps, it was a little boring due to having only 5 maps in the maplist(as I remember, MAP10, MAP11, MAP13, MAP15, MAP29) but it still was alot of fun. Also actually instead of "hide and seek" the game is more seem like "run and catch". I know some spots at the maps where almost nobody ever found me(yeah HNS10 secret is goddamn awesome), but still usually I run the F away much more than hide. Ideologically, I should be ultra-professional seeker but I still lose at them 87% of the time? Why? I can find any prey within 5 mins. ANY. Kill them? Oh no gods no, find another dumbass for this.
...we definitely need a large hns fest with ALL doom2 stock maps. Even with the map07. Don't ask why.
About classes. Berserker vs blazer duel is the worst thing ever possible. In general the less players are on the servers the more chance for hiders to win. Vanisher is useless at the way he should be played(go and hide in the dark dark area and hope that nobody find you), but when you run away from a seeker you can just quickly switch your movement direction all of a sudden and ta-da! Seeker runs away. It's quite hard to spot the vanishers even when they move and in fully lit area. I think that his alpha when he stays on place is fine.
Teleporter. Teleporter is something that I always fail at. I have a stupid idea - maybe disable teleporters on non-official maps where exploits are possible? Altrough, there still will be places that will be 100% insta-win for hiders in certain situations. Yeah, that's quite a hard problem to solve...
Anyway, the teleporter is barely usable, don't really know why people including myself fail him most of time, make him better! don't even ask how lol
Good luck with revisiting, that was quite a good times.


Fri Aug 19, 2011 11:13 pm
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Sat Aug 20, 2011 12:33 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 913
Location: Fresno,CA
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There are two things that bothered me about this:
1) The berserkser is throwing his fists around like a baby. Make the fist throwing animation shorter so that it looks like he is actually putting some effort into it.
2) The HUD counters aren't compatible with fullscreenoffsets. The ammo counters should be set at -offset, not 320-offset.


Sat Aug 20, 2011 1:53 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 25
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I played this as terminator and i KICKED ASS.


Fri Aug 26, 2011 10:04 am
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Location: Friday Night Fragfest
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Tue Feb 07, 2012 3:10 am
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