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Halo 4 Paranormal Pests
Rabid MidgetMan posted a topic in Objective GamesParanormal Pests By Rabid MidgetMan Here is the map, gametype, and a link to my fileshare thrown in for free! Player count: 5-14, the more the better Boo. My god, you're very pale, you look like you've seen a ghost! This building has become infested with pesky spirits, so you've been sent in to clear them out. But don't lose your nerve Mr. Ghostbuster, these ghosts are actually pretty harmless, so it's just a question of catching them all. Should be simple, right? Nope, the slippery specters have a trick up their sleeve... They can walk through walls! Okay, okay, the ghosts can't actually 'walk' through walls, but they can choose to instantly vanish and reappear somewhere else on the map at the push of a button, whenever they please. Every time they do this, they leave behind a flash of a ghostly blue trail. Overview The map is essentially a large maze. I must confess that the map itself (the basic maze) is not mine, it was downloaded from the internet after the maze I was building fell victim to a save overwrite bug. 'Cereal Noob' had intended the map to be yet another slender game, but I gave it a makeover (reorganised spawns, killzones, a few corridors) and then I got to work implementing the teleportation system that defines Paranormal Pests. Some corridors are very long, whilst most of the map is made up of tight corners and small rooms. There are no dead ends so you can move around with ease. Warping The basic idea of Paranormal Pests is that the ghosts (humans) move very quickly and can avoid the Ghostbusters (infected) and their sword lunges by warping. "But Rabid, how on earth do I warp?!?" Simple! Just jump! Every time you push that A button, you will warp to one of many carefully selected destination points on the map. I gave the warp ability a half-second cooldown to prevent spamming. It is virtually impossible to predict where they will end up, and the distribution of players throughout the map is kept even. Gameplay Remember when I said the ghosts were harmless? Psych! You may have 2000% resistance and enough shields to teabag a killball, but you can still be assassinated so WATCH YOUR BACK. There is one GhostBuster 3000 (or as the UNSC naively named it, scattershot) on the map (at the infected spawn) which can vaporise ghosts, leaving no more than a pile of spooky ashes. With such a powerful tool in your hands you may feel indestructible! This game is a real laugh because you can wait for the humans to run all the way along a corridor to get to you then just jump at the last second. Or as I like to do, run up and punch them in the face then disappear before they can return the favor. Oh and while you're busy swinging at air, you might want to WATCH YOUR BACK. "guesssssssssssssss who!" "OH COME ON!" :wallbash: Flying Did I mention that the ghosts can fly? Yeah, they float about the corridors (thruster pack). They move so fast you never see 'em coming. Sometimes, if they get real mad, they will swoop in and grab someone, clean off the ground, then fly away with them, screaming, never to be seen again... Lobby Advice First of all I would advise telling the players in the lobby that you can assassinate people, as the gameplay feels much more balanced once everyone realises this. The game still functions if you don't, but few players pick it up on their own. I originally designed this for large lobbies of 8-14 and it works really well with that amount; a lot of quick fun and assassinations are much easier because the radar becomes redundant when there are so many dots on it. I found that the game is surprisingly enjoyable with lobbies of 3-5 as well. It is much stealthier, you often have to crouch to go off radar in order to get kills. It also feels a lot more personal because you're being taunted by the same person over and over. "Hey, what's that on your face?" "Eh? I haven't got anything on my-" A small YouTube channel did this feature of my map. he mentions balancing issues, but don't worry the gametype has been improved since. If someone is spamming the teleport, just watch for one of the places he lands and then keep swinging your sword there. http://www.youtube.com/watch?v=fB4E8ELg_o4 Once again the creator of the structural map was Cereal Noob, and feel free to subscribe to this guy's channel he does some great reviews
Battlefield 3 - Community Hosted Playdate
Is not JL posted a topic in General DiscussionHello people! So, recently, me and a few others were talking about playdates, and we realized there should be one for Battlefield 3. After all, it is one of the best games out there; I have never seen ANY other game that successfully creates such massive maps featuring such amazing, large scale gameplay that is both fun yet hardcore at the same time. So obviously, being the nice person I am, I decided to host one. How will it work? Well, the event has been decided as starting on NEXT WEEK'S [May 11] SATURDAY NIGHT 9PM EST. For those who still don't get what time it is, I'll list it out for you. Aussies: Sunday Morning Europeans: About 11PM - AM Saturday Night/Sunday Morning Middle East/East: ....Morning. America: 9-12PM or so. Saipan, Hawaii etc. areas: Afternoon This link should help you: http://www.timeanddate.com/worldclock/converter.html In any case, continuing on, this will generally be what we do: Playing in a semi competitive manner, we WILL keep in mind that this game is on of the Trolliest, casual matchmaking games available, and as such we will also be placing C4 on Jeeps and Helicopters, flying jets into tanks, and generally having fun doing fun things. (Oh, yeah. I'm bringing my capture card We'll ONLY be playing Non-DLC maps unless everyone has a DLC map they wanna play on, and they all have it. Because in-game, Battlefield 3 has a 'Squad' system, we'll compensate for it using party chat - we'll generally remain in it but play online. If we're under 4 players, we'll all be in game chat, and if we're over 4 players, we form a party, and try to put everyone in the same squad as well. (Never tried, though. ) In any case, we hope you guys show up! If you guys KNOW you will, just leave a note below and we'll be sure to invite you when the time comes!