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 1 
 on: November 19, 2020, 11:40:57 am 
Started by MrE - Last post by CptLima
This seems very similar to the freeze-tag mod for Medal of Honor on PC back in the day, which was always one of the most popular mods (and is still played today, 19 years later).

It adds a new dynamic of strategy to no respawn-type matches when your teammates have the ability to revive you through their actions this way.

 2 
 on: November 19, 2020, 05:52:06 am 
Started by Xale - Last post by papel
Perfect job!
It comes ready to play capture the flag and the .res files for the server. I can only thank and thank you.
Edit: It will be great to play Resurrection mode on this map ;D

 3 
 on: November 19, 2020, 03:23:40 am 
Started by Xale - Last post by Xale
Its finally released !

https://gamebanana.com/maps/213122

 4 
 on: November 15, 2020, 04:31:37 pm 
Started by MrE - Last post by papel
Excellent job. Thank you! ;D ;D ;D

 5 
 on: November 15, 2020, 04:07:40 am 
Started by WNxEuphonic - Last post by WNxEuphonic
I can already hear VC screeching in the distance.

Alternatively, we can just make it so zero-damage attacks don't count for invulnerability.

 6 
 on: November 14, 2020, 07:27:04 am 
Started by WNxEuphonic - Last post by namajnaG
Maybe in a future version of GE:S we can toggle invulnerability off.

I can already hear VC screeching in the distance.

 7 
 on: November 14, 2020, 07:21:13 am 
Started by WNxEuphonic - Last post by WNxEuphonic
This mode evolved out of the JAWS mode (I found that it was more fun playing as the Jaws player when you didn't have a health bar, so I switched it to Boris). This uses the damage bypass method E-S used for one of his modes, though it's not perfect. Maybe in a future version of GE:S we can toggle invulnerability off.

 8 
 on: November 12, 2020, 12:51:10 pm 
Started by WNxEuphonic - Last post by Troy
What's the difference between this and the JAWS! mode?  If I remember right, something like this wouldn't work because of the invulnerability time.

 9 
 on: November 11, 2020, 02:23:56 am 
Started by WNxEuphonic - Last post by WNxEuphonic
I'll definitely make balance changes as needed based on community feedback. Right now, I'm letting everyone get a chance to play it and get a feel for what does and doesn't work.

 10 
 on: November 10, 2020, 04:46:50 am 
Started by WNxEuphonic - Last post by kraid
Maybe it would be a good idea to limit his weaponary relative to the playercount.
Let's say one weapon for every 2 enemies.
Maybe even give him weapons that are not limited to the current weapon set.

So if there are only 1-2 enemies, he'll get a pistol or Klobb, 3-4 Enemies grant him a light automatic weapon like zmg, 5-6 enemies give him a heavier automatic like phantom or a shotgun, 7-8 enemies he'll get a rifle, 9-10 enemies ASG-here we go, 11-12 enemies genades/mines, 13-14 enemies RCP, 15+ Genade/Rocket Launcher.

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