QueNNch

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Everything posted by QueNNch

  1. WELCOME!
  2. Good player and really good behavior on server :)
  3. Yeah add buggedlikehell^^ Sniper is a bad map, ruins the game imo. Also plz remove the maps which are not voted, the boring ones because of which many times all the maps in voting are bad.. and people leave.
  4. Tralala (I love that signature :D)
  5. Well I think Darksoul will be a very good admin on raid, VERY active and always friendly and calm in chat! Deserves at least a trial period I guess imo
  6. Terribly Rude Obnoxious Little Liar :P S T E A M
  7. Hey Anti is your family origin from America as well or some other country? Because ur name doesn't sound American to me (I may be wrong), but just asking.... Not trying to be racist just curious. It must be literally freezing cold in there in Chicago By the way :P Edit: didn't you tell me long ago that you were from NewCastle, UK !? :o
  8. NinJa, remember, SWAG=Something We Asians Got :awesome: Good work on the beard that's cool^^ Darmuh I got exact same spectacles like you :lol:
  9. If only you guys look at the thread's purpose... Welcome to Raid iMtroll!
  10. I don't think there will be that much of a competition, so there are good chances of winning if someone makes a really good map, tell those mappers who recreated mw3 maps for cod4 with so much effort :P I don't think I want another alienware tho, I already can't use this one to its full limits xD Btw I think they could've spent money on advertising or other type of investment rather than this prize contest of making a map..
  11. Since you are so desperate and said please, here is the working RTD by Star and modded by Darmuh... /* Plugin: RTD Version: 1.3 Requirement: - Author: Star & Darmuh XFire: rohit901 & irRoy8 Homepage: - Date: 02.02.2013 */ init( modVersion ) { PreCacheItem("brick_blaster_mp"); PreCacheItem("saw_mp"); preCacheItem("c4_mp"); precacheitem("m16_mp"); PreCacheShellShock( "damage_mp" ); VisionSetNight( "mp_deathrun_long", 5 ); level.meteorfx = LoadFX( "fire/tank_fire_engine" ); level.expbullt = loadfx("explosions/grenadeExp_concrete_1"); level.flame = loadfx("fire/tank_fire_engine"); for(;;) { level waittill("player_spawn",player); player giveweapon( "c4_mp" ); player SetClientDvar ( "nightVisionDisableEffects", "1" ); player thread credit(); } } isReallyAlive() { return self.sessionstate == "playing"; } isPlaying() { return isReallyAlive(); } credit() { level endon ( "endmap" ); self endon("disconnect"); self endon ( "death" ); self endon("joined_spectators"); level waittill( "round_started" ); self freezeControls( true ); wait 0.5; self iprintlnbold( "^2R^7oll ^2t^7he ^2d^7ice active." ); self freezeControls( false ); while(1) { currentweapon = self GetCurrentWeapon(); self waittill( "night_vision_on" ); self iprintln( "^1Original Plugin created by ^3MW3||Star^1, modified by ^3Darmuh " ); self iprintln( "^1>> ^2Visit ^7raid-gaming.net ^1!" ); self SwitchToWeapon("c4_mp"); wait 1.5; self iprintlnbold( "^7You have ^2rolled ^7the dice!" ); self takeweapon( "c4_mp" ); self switchtoweapon( currentweapon ); if (self.pers["team"] == "axis" && self isReallyAlive()) { self iprintlnbold( "^2Activators ^2can not ^1use ^7RTD." ); } else { self thread rtd(); } level waittill ("round_ended"); wait .1; } } drawInformation( start_offset, movetime, mult, text ) { start_offset *= mult; hud = new_ending_hud( "center", 0.1, start_offset, 60 ); hud setText( text ); hud moveOverTime( movetime ); hud.x = 0; wait( movetime ); wait( 3 ); hud moveOverTime( movetime ); hud.x = start_offset * -1; wait movetime; wait 5; hud destroy(); } new_ending_hud( align, fade_in_time, x_off, y_off ) { hud = newHudElem(); hud.foreground = true; hud.x = x_off; hud.y = y_off; hud.alignX = align; hud.alignY = "middle"; hud.horzAlign = align; hud.vertAlign = "middle"; hud.fontScale = 3; hud.color = (0.8, 1.0, 0.8); hud.font = "objective"; hud.glowColor = (0.3, 0.6, 0.3); hud.glowAlpha = 1; hud.alpha = 0; hud fadeovertime( fade_in_time ); hud.alpha = 1; hud.hidewheninmenu = true; hud.sort = 10; return hud; } rtd() { self endon("disconnect"); self endon ( "death" ); self endon("joined_spectators"); self endon("killed_player"); x = RandomInt( 17 ); if (x==1) //positive { self iprintlnbold( "^1Gratz!!^7!!, You got ^1R700" ); self takeAllWeapons(); self ClearPerks(); self giveWeapon( "remington700_mp" ); self GiveMaxAmmo( "remington700_mp" ); self SwitchToWeapon( "remington700_mp" ); iprintln( "^2" + self.name + " ^7got a ^3R700" ); } else if (x==15) //positive { self iprintlnbold( "^1Gratz!!^7!!,^1Health ^4Boost" ); self.health = 200; iprintln( "^1" + self.name + " ^7has ^1extra ^7Health ^1!" ); } else if (x==2) //negative { self iprintlnbold( "You are ^1HIGH^7 up in the clouds." ); self shellshock( "damage_mp", 15); self thread illusion_fx(); iprintln( "^1" + self.name + " ^7is ^1higher than the clouds^7!" ); } else if (x==3) //positive { self iprintlnbold( "^1You ^7Just ^3Got ^6A ^5LIFE^7." ); self braxi\_mod::giveLife(); iprintln( "^2" + self.name + " ^7got a ^2Life^7!" ); } else if (x==4) //negative { self iprintlnbold( "^1Better luck ^7Next- ^2Time^7." ); self endon( "disconnect" ); self endon( "death" ); self playSound( "wtf" ); wait 0.8; playFx( level.fx["bombexplosion"], self.origin ); iprintln( "^1" + self.name + " ^7spontaneously ^1exploded." ); self suicide(); } else if (x==5) //negative { self iprintlnbold ( "^7You are ^1DRUNK ^7for ^315 ^7Seconds." ); self shellshock( "damage_mp", 15); iprintln( "^1" + self.name + " ^7is ^1DRUNK^7." ); } else if (x==14) //positive { self endon("disconnect"); self endon ( "death" ); self endon("joined_spectators"); self endon("killed_player"); self iprintlnbold( "^1Gratz!!^7!!, You got a ^3GOLDEN ^7DEAGLE!" ); self takeAllWeapons(); self ClearPerks(); self giveWeapon( "deserteaglegold_mp" ); self GiveMaxAmmo( "deserteaglegold_mp" ); self SwitchToWeapon( "deserteaglegold_mp" ); iprintln( "^2" + self.name + " ^7got a ^3GOLDEN ^7Deagle^7!" ); } else if (x==11) //positive { self takeallweapons(); self giveweapon( "knife_mp" ); self SwitchToWeapon( "knife_mp" ); self iprintlnbold( "^7You got a ^2Jetpack!^7!!" ); self fuelsetup(); self hud(); iprintln( "^2" + self.name + " ^7got a ^2JETPACK^7!" ); self iprintlnbold( "^1Jetpack v2" ); self iprintlnbold( "Report any bugs at: 7sense-runners.com" ); self.gotjetpack=true; } else if (x==8) //negative { self iprintlnbold( "^7You are ^5Frozen^7 For ^313 ^7Seconds." ); self FreezeControls(1); iprintln( "^1" + self.name + " ^7is ^5Frozen^7!" ); wait 13; self FreezeControls(0); } else if (x==9) //positive { self endon("disconnect"); self endon ( "death" ); self endon("joined_spectators"); self endon("killed_player"); self iprintlnbold( "Nice!! ^2You Got ^1Brick ^4Blaster^7!!!!" ); self takeAllWeapons(); self giveWeapon( "brick_blaster_mp" ); self SwitchToWeapon( "brick_blaster_mp" ); iprintln( "^2" + self.name + " ^7got a ^2Brick Blaster^7!" ); } else if (x==17) //negitive { self endon("disconnect"); self endon ( "death" ); self endon("joined_spectators"); self endon("killed_player"); self iprintlnbold( "Nice!! ^2You Got ^1A....... ^4Briefcase^7????" ); self takeAllWeapons(); self giveWeapon( "briefcase_bomb_mp" ); self SwitchToWeapon( "briefcase_bomb_mp" ); iprintln( "^2" + self.name + " ^7got a ^2Briefcase^7?" ); } else if (x==10) //negative { self takeAllWeapons(); self iprintlnbold( "^1You ^2get ^1nothing^7." ); self giveweapon( "knife_mp" ); self SwitchToWeapon( "knife_mp" ); iprintln( "^1" + self.name + "^7 got ^1nothing." ); } else if (x==16) //positive { self iprintlnbold( "^1Boost ^3!!!" ); self thread Speed(); iprintln( "^1" + self.name + "^7is ^1Pumped ^7!!" ); } else if (x==7) //negative { self iprintlnbold( "^7You're ^1too pro ^7for that weapon! Try ^2this^7 for a ^2challenge^7!" ); self takeAllWeapons(); self giveWeapon( "m16_mp" ); self SwitchToWeapon( "m16_mp" ); self SetWeaponAmmoClip( "m16_mp", 6 ); self SetWeaponAmmoStock( "m16_mp", 0 ); iprintln( "^1" + self.name + " ^7got a ^1broken ^7M16 with only ^12 bursts^7!" ); } else if (x==12) //negative { self iprintlnbold( "^7You're ^1BURNING ^7alive!" ); self thread flameon(); self PlayLocalSound("last_alive"); wait 2; self thread hurttodeath(); wait 5; iprintln( "^1" + self.name + " ^7is on ^1FIRE^7!" ); } else if (x==13) //negative { self iprintlnbold( "^7Sprint ^1Disabled." ); self AllowSprint(false); self SayAll( "^3" + self.name + "^7@^1nosprint" ); iprintln( "^1" + self.name + "'s ^7sprint has been ^1disabled^7." ); } else if (x==6) //positive { self iprintlnbold( "^7You got ^3NUKE BULLETS^7!" ); self thread killstreak3(); iprintln( "^2" + self.name + " ^7got ^2NUKE BULLETS^7!" ); } else //positive { self iprintlnbold( "^3Lucky one, ^7Enjoy your ^2500 ^1Xp." ); self braxi\_rank::giveRankXP( "", 500 ); iprintln( "^2" + self.name + " ^7got ^3500^2xp^7!!" ); } } killstreak3() { self endon("death"); while(1) { self waittill("weapon_fired"); my = self gettagorigin("j_head"); trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level.expbullt,trace); self playSound( "artillery_impact" ); dis=distance(self.origin, trace); if(dis<101) RadiusDamage( trace, dis, 200, 50, self ); RadiusDamage( trace, 60, 250, 50, self ); RadiusDamage( trace, 100, 800, 50, self ); vec = anglestoforward(self getPlayerAngles()); end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000); SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ]; explode = loadfx( "fire/tank_fire_engine" ); playfx(explode, SPLOSIONlocation); self thread DamageArea(SPLOSIONlocation,500,800,200,"artillery_mp",false); } } DamageArea(Point,Radius,MaxDamage,MinDamage,Weapon,TeamKill) { KillMe = false; Damage = MaxDamage; for(i=0;iDamageRadius = distance(Point,level.players[i].origin); if(DamageRadiusif(MinDamageDamage = int(MinDamage+((MaxDamage-MinDamage)*(DamageRadius/Radius))); if((level.players[i] != self) && ((TeamKill && level.teamBased) || ((self.pers["team"] != level.players[i].pers["team"]) && level.teamBased) || !level.teamBased)) level.players[i] FinishPlayerDamage(level.players[i],self,Damage,0,"MOD_PROJECTILE_SPLASH",Weapon,level.players[i].origin,level.players[i].origin,"none",0); if(level.players[i] == self) KillMe = true; } wait 0.01; } RadiusDamage(Point,Radius-(Radius*0.25),MaxDamage,MinDamage,self); if(KillMe) self FinishPlayerDamage(self,self,Damage,0,"MOD_PROJECTILE_SPLASH",Weapon,self.origin,self.origin,"none",0); } hurttodeath() { self endon("disconnect"); self endon ( "death" ); self endon("joined_spectators"); self endon("killed_player"); for(;;) { // FinishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime ); self FinishPlayerDamage(self, self, 15, 0, "MOD_SUICIDE", "knife_mp", self.origin, self.angles, "none", 0); self PlayLocalSound("breathing_hurt"); wait 1.4; } } illusion_fx() { self endon("disconnect"); self endon("joined_spectators"); self endon("killed_player"); self endon("death"); while(1) { i = 0; angles = self GetPlayerAngles(); angles1 = self GetPlayerAngles(); while(i<17.2) { wait 0.06; i+=0.06; angles+=(0,5,5); self SetPlayerAngles(angles); } if(i>11.2) wait 0.06; self SetPlayerAngles(angles1); break; } } burn() { PlayFXOnTag( level.burn_fx, self, "head" ); PlayFXOnTag( level.burn_fx, self, "neck" ); PlayFXOnTag( level.burn_fx, self, "j_shoulder_le" ); PlayFXOnTag( level.burn_fx, self, "j_spinelower" ); PlayFXOnTag( level.burn_fx, self, "j_knee_ri" ); for(i=0;i<5;i++) { self ShellShock("burn_mp", 2.5 ); self PlayLocalSound("breathing_hurt"); wait 1.4; } self suicide(); } flameon() { self endon("disconnect"); self endon ( "death" ); self endon("joined_spectators"); self endon("killed_player"); while( isAlive( self ) && isDefined( self ) ) { playFx( level.meteorfx , self.origin ); wait .1; } } fuelsetup() { if(!isdefined(self.fuel)) self.fuel=800; if(!isdefined(self.equiped)) self.equiped=false; self thread jetpack_fly(); } hud() { self.xxx = NewClientHudElem(self); //hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self) self.xxx.x = -20; //position on the x-axis self.xxx.y = 75; //position on the <-axis self.xxx.horzAlign = "right"; self.xxx.vertAlign = "middle"; self.xxx.alignX = "right"; self.xxx.alignY = "middle"; self.xxx.sort = 102; //if there are lots of huds you can tell them which is infront of which self.xxx.foreground = 1; //to do with the one above, if it's in front a lower sorted hud self.xxx.archived = false; //visible in killcam self.xxx.alpha = 1; //transparency 0 = invicible, 1 = visible self.xxx.fontScale = 1.9; //textsize self.xxx.hidewheninmenu = false; //will it be visble when a player is in a menu self.xxx.color = (1,0,0); //RGB color code self.xxx.label = &"^5Fuel: &&1 ^7/ ^2800"; //The text for the hud & is required, &&1 is the value which will be added below self.xx1 = NewClientHudElem(self); //hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self) self.xx1.x = -20; //position on the x-axis self.xx1.y = 95; //position on the <-axis self.xx1.horzAlign = "right"; self.xx1.vertAlign = "middle"; self.xx1.alignX = "right"; self.xx1.alignY = "middle"; self.xx1.sort = 102; //if there are lots of huds you can tell them which is infront of which self.xx1.foreground = 1; //to do with the one above, if it's in front a lower sorted hud self.xx1.archived = false; //visible in killcam self.xx1.alpha = 1; //transparency 0 = invicible, 1 = visible self.xx1.fontScale = 1.9; //textsize self.xx1.hidewheninmenu = false; //will it be visble when a player is in a menu self.xx1.color = (1,0,0); //RGB color code self.xx1.label = &"^2Knife^1 to Raise"; //The text for the hud & is required, &&1 is the value which will be added below self.xx2 = NewClientHudElem(self); //hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self) self.xx2.x = -20; //position on the x-axis self.xx2.y = 115; //position on the <-axis self.xx2.horzAlign = "right"; self.xx2.vertAlign = "middle"; self.xx2.alignX = "right"; self.xx2.alignY = "middle"; self.xx2.sort = 102; //if there are lots of huds you can tell them which is infront of which self.xx2.foreground = 1; //to do with the one above, if it's in front a lower sorted hud self.xx2.archived = false; //visible in killcam self.xx2.alpha = 1; //transparency 0 = invicible, 1 = visible self.xx2.fontScale = 1.9; //textsize self.xx2.hidewheninmenu = false; //will it be visble when a player is in a menu self.xx2.color = (1,0,0); //RGB color code self.xx2.label = &"^2Fire^1 to go Forward"; //The text for the hud & is required, &&1 is the value which will be added below self.xx3 = NewClientHudElem(self); //hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self) self.xx3.x = -20; //position on the x-axis self.xx3.y = 135; //position on the <-axis self.xx3.horzAlign = "right"; self.xx3.vertAlign = "middle"; self.xx3.alignX = "right"; self.xx3.alignY = "middle"; self.xx3.sort = 102; //if there are lots of huds you can tell them which is infront of which self.xx3.foreground = 1; //to do with the one above, if it's in front a lower sorted hud self.xx3.archived = false; //visible in killcam self.xx3.alpha = 1; //transparency 0 = invicible, 1 = visible self.xx3.fontScale = 1.9; //textsize self.xx3.hidewheninmenu = false; //will it be visble when a player is in a menu self.xx3.color = (1,0,0); //RGB color code self.xx3.label = &"^2Grenade^1 to detach"; //The text for the hud & is required, &&1 is the value which will be added below self thread monitorhud(); while(1) { wait 1; if(self.fuel>500) { self.xxx setValue("^2" +self.fuel); //if level.count is a integer self.xxx setText("^2" +self.fuel); //if level.count is a string } if(self.fuel>200 && self.fuel<500) { self.xxx setValue("^3" +self.fuel); //if level.count is a integer self.xxx setText("^3" +self.fuel); //if level.count is a string } if(self.fuel<200) { self.xxx setValue("^1" +self.fuel); //if level.count is a integer self.xxx setText("^1" +self.fuel); //if level.count is a string } } } monitorhud() { self endon("round_end"); self endon("disconnect"); self.monitorhud=true; while(self.monitorhud==true) { if( self isReallyAlive()) { } else { self.xxx Destroy(); self.xx1 Destroy(); self.xx2 Destroy(); self.xx3 Destroy(); self.monitorhud=false; } wait 0.05; } } jetpack_fly() { self endon("death"); self endon("disconnect"); if(isdefined(self.fuel) && isdefined(self.equiped) && self.equiped==false) { self.mover = spawn( "script_origin", self.origin ); self.mover.angles = self.angles; self linkto (self.mover); self.equiped = true; self.mover moveto( self.mover.origin + (0,0,25), 0.5 ); self disableweapons(); while( self.equiped == true ) { Earthquake( .1, 1, self.mover.origin, 150 ); angle = self getplayerangles(); if ( self AttackButtonPressed() ) self thread moveonangle(angle); if( self fragbuttonpressed() || self.health < 1 || self.fuel==0 ) self thread killjetpack(); if( self meleeButtonPressed() ) self jetpack_vertical( "up" ); if( self buttonpressed() ) self jetpack_vertical( "down" ); wait .05; } } } jetpack_vertical( dir ) { vertical = (0,0,50); vertical2 = (0,0,100); if( dir == "up" ) { if( bullettracepassed( self.mover.origin, self.mover.origin + vertical2, false, undefined ) ) { self.mover moveto( self.mover.origin + vertical, 0.25 ); self.fuel--; } else { self.mover moveto( self.mover.origin - vertical, 0.25 ); self iprintlnbold("^2Stay away from objects while flying Jetpack"); self.fuel--; } } if( dir == "down" ) { if( bullettracepassed( self.mover.origin, self.mover.origin - vertical, false, undefined ) ) { self.mover moveto( self.mover.origin - vertical, 0.25 ); self.fuel--; } } else { self.mover moveto( self.mover.origin + vertical, 0.25 ); self iprintlnbold("^2Numb Nuts Stay away From Buildings "); self.fuel--; } } moveonangle( angle ) { forward = maps\mp\_utility::vector_scale(anglestoforward(angle), 50 ); forward2 = maps\mp\_utility::vector_scale(anglestoforward(angle), 75 ); if( bullettracepassed( self.origin, self.origin + forward2, false, undefined ) ) { self.mover moveto( self.mover.origin + forward, 0.25 ); self.fuel--; } else { self.mover moveto( self.mover.origin - forward, 0.25 ); self iprintlnbold("^2Stay away from objects while flying Jetpack"); self.fuel--; } } killjetpack() { self.mover stoploopSound(); self unlink(); wait .5; self enableweapons(); self.equiped=false; self.xxx Destroy(); self.xx1 Destroy(); self.xx2 Destroy(); self.xx3 Destroy(); } showCredit( text, scale, alap ) { if ( alap == 1 ) { hud = addTextHud( self, 320, 60, 0, "center", "top", scale ); } else if( alap == 2 ) { hud = addTextHud( self, 320, 95, 0, "center", "top", scale ); } else if( alap == 3 ) { hud = addTextHud( self, 320, 130, 0, "center", "top", scale ); } else if( alap == 4 ) { hud = addTextHud( self, 320, 165, 0, "center", "top", scale ); } else if( alap == 5 ) { hud = addTextHud( self, 320, 200, 0, "center", "top", scale ); } else if( alap == 6 ) { hud = addTextHud( self, 320, 235, 0, "center", "top", scale ); } else if( alap == 7 ) { hud = addTextHud( self, 320, 270, 0, "center", "top", scale ); } else if( alap == 8 ) { hud = addTextHud( self, 320, 305, 0, "center", "top", scale ); } else if( alap == 9 ) { hud = addTextHud( self, 320, 340, 0, "center", "top", scale ); } else if( alap == 10 ) { hud = addTextHud( self, 320, 375, 0, "center", "top", scale ); } else { hud = addTextHud( self, 320, 60, 0, "center", "top", scale ); } hud setText( text ); hud.glowColor = (0.7,0,0); hud.glowAlpha = 1; hud SetPulseFX( 30, 100000, 700 ); hud fadeOverTime( 0.5 ); hud.alpha = 1; wait 2.6; hud fadeOverTime( 0.4 ); hud.alpha = 0; wait 0.4; hud destroy(); } addTextHud( who, x, y, alpha, alignX, alignY, fontScale ) { hud = newClientHudElem(self); hud.x = x; hud.y = y; hud.alpha = alpha; hud.alignX = alignX; hud.alignY = alignY; hud.fontScale = fontScale; return hud; } Speed() { self endon("disconnect"); self SetMoveSpeedScale(1.4); self setClientDvar("g_gravity", 70 ); while(isDefined(self) && self.sessionstate == "playing" && game["state"] != "round ended") { if(!self isOnGround() && !self.doingBH) { while(!self isOnGround()) wait 0.05; playfx(level.fx[2], self.origin - (0, 0, 10)); earthquake (0.3, 1, self.origin, 100); } wait .2; } if(isDefined(self)) { self setClientDvar("g_gravity", 70 ); self SetMoveSpeedScale(1); } } It works seamlessly and don't remove the credits :omfgwtfbbq: :)
  12. My first console was Nintendo 64 and now I have a Wii :banana:
  13. Both of these new consoles are slower than my PC, and who likes to play on a 30 Hz television when u can play on a 60 Hz HD gaming monitor with the new nvidia gsync ;) On consoles you rely on disks but PCs got steam, origin, game mods! I'll simply not buy any of the both until I'm convinced. But if I would, my choice would be the ps4.
  14. I know some people in this community who have played bf3 and/or bf4, so post any of the best scoreboard screenshots or battle reports! In Battlefield 4 you can see your old game reports with scoreboard (in detail) by clicking this icon: on the top right in the battlelog page! So I start with my bests so far: //RIP Thread
  15. Now those admin names need to be in a lighter colour so we can see them in this dark theme *.*
  16. me too thanks for the vid lossy never knew they do it so well in london... PS: Wish you had made those links clickable ;P
  17. Never thought that much of stuff can be modified! You can make it look completely different from actual cod4? Today we can see the arma 2 mod DAYZ has become so popular that the developer released a standalone version which is currently in alpha state, but still bought by so many people... if only braxi had considered trying to develop a standalone Death Run game that could be as successful.
  18. WHERE'S MY WATER!?
  19. nvm but the same thread was in the last forum, which was also made 2 times by different people :dodgy:
  20. I'm tired of posting specs now
  21. It's good or bad =o? It's amazing... How do you guys make that shit just using some code in a notepad file O_O
  22. Yeah u know what to do beat just make it good :D
  23. Learning Islamic Guidance for Human Tolerance BTW You guys are very creative Next: B O O K .....Baby Only One Kiss Sorry for not playing it right but I found myself such an interesting sentence, couldn't resist XD Next word: G R A S S
  24. DAT MENU OMG Anyway the map looks beast, and I would recommend you to add more lights, so that jumpers don't have to increase their gamma, which just in the end ruins the beauty put into the map by you... Secondly I would say as your map seems to be an ancient underground cave or something like that, you should try to make the way of the jumpers clear and easily understand-able so that they don't get confused :P Otherwise you are doing a great job :) P.S. I can try to make a relevant loading-screen for your map if you want. Just tell me how you want it to be and I'll give it a shot ;)