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 on: Today at 01:15:55 PM 
Started by Enzo.Matrix - Last post by WFCxLima
Really, same thing happens to a lot of older games - active servers get whittled down to a few "custom" ones, even though the 'good' ones are still alive, but the custom ones with players in them are often the ones that wreck the balance, add in silly features, stick to one game mod like arsenal, etc.

It's up to the players that DON'T enjoy that to sort of figure out a regular time when enough can log on and start up one of the "good," traditional servers and get it active... and stick to it. Not an easy thing to do at all... but I have seen it done.

I'll give you an example... in Medal of Honor: Allied Assault Spearhead, which is now like 16 years old, there's only 2-3 active servers left that always have people in them. And they're all AWFUL - modded weapons, extra guns, insane gravity, stupid stuff that wrecks the game and is nothing like the original that was so much fun. But they're the active ones...

However, there's still some "traditional" servers that get the old-school, classic gamers and people who used to do tournaments and stuff (rifles only, TDM, etc.) - but you have to know what time they're active. There's one server I like to play in that's literally only active from 1:30 to 4:30 a.m. EST every day, which sucks for me because I can rarely play, but every time I do hop in there, it's the same group of 9-10 players who have found that "niche" of a classic server.

How do we do that in GE:Source with the current player population? I don't know... maybe it starts here on the forums? Figure out who likes certain game types, then have regular times that a bunch of people who like those games types log on? Pick a couple of servers, and everyone knows THOSE are the servers to go to on say, Friday night after 8 p.m., and once we get in a routine, you can always bet on knowing when/where to go to find a non-arsenal/non-LTK game?

No easy answer to this problem... but it's not unique to this mod, that's for sure.

 on: Today at 01:06:26 PM 
Started by WFCxLima - Last post by WFCxLima
TDM remains my favorite gametype.

Always wanted to play TDM on original GoldenEye levels growing up with more players. This mod allowed me to live that dream.

But the dream dies when I log on and can rarely find a server that even has TDM in the rotation... it is what it is, I guess, but I would love it if that group of 40-50 players that is ALWAYS playing arsenal or turbo LTK would get tired of it now and then (like I do) and switch the server to TDM or other modes.

Of course, my second favorite gametype is CTF, which is even rarer nowadays... nothing beats being in Library, Aztec, or a similar big level with a 10 vs 10 CTF, especially when teams are actually working together with a few players "defending," a few players "attacking" - don't always see that coordination, but when it happens it's a beautiful thing and so much fun... FPS at its very best...

 on: Today at 12:32:11 PM 
Started by WFCxLima - Last post by Spry
I'm interested in this, aside from the radar hiding the characters, how much invulnerability is there on spawn? I've died immediately many times by spawning on top of explosions, there isn't even a second to react to it. Am I the only one it's not working for, because I've heard a lot of people say it's there but I haven't really noticed it.

And is there any spawn logic for explosions, maybe in 5.1 if it isn't in already, so it picks a different spawn if it detects an explosion in the area? I tend to have the worst luck with that.

 on: Today at 11:47:52 AM 
Started by WFCxLima - Last post by Graslu
Looking back at it now, the invulnerability made no sense on GE:S. The spawn invulnerability is still there, just not the one after each shot.

It's a singleplayer mechanic that carried over to MP due to a rushed development. There's no reason to keep it.

 on: Today at 11:46:01 AM 
Started by Enzo.Matrix - Last post by Graslu
The main problem is we don't have veteran server owners.

Our server is still up, but the community shifted to Arsenal / LTK due to obvious reasons, aside of abusing max players at release.

 on: Today at 11:30:00 AM 
Started by WFCxLima - Last post by A Moist towelette
Invulnerability isn't the problem...  :P

Actually it is.

 on: Today at 11:28:28 AM 
Started by Enzo.Matrix - Last post by A Moist towelette
If you remove Arsenal, then we'll just have LTK 24/7 servers.


 on: Today at 10:21:44 AM 
Started by Enzo.Matrix - Last post by Troy
If you remove Arsenal, then we'll just have LTK 24/7 servers.  The main problem is we don't have veteran server owners.  We have newbies that have created an environment where they prefer to create "fun mode" servers than standard game play.

 on: Today at 08:10:08 AM 
Started by WFCxLima - Last post by soupcan
Invulnerability isn't the problem...  :P

 on: Today at 07:58:03 AM 
Started by WFCxLima - Last post by El Dudereno
They should revert back to the same invulnerability after spawning element of the game which was included in the original n64 game and every ge:source version except the last one.  I've said this a few times so if anyone else agrees please speak up.

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