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LGM's Mods... first and more
Moderators: Warfare, Moderator, Admin
- Taylor
- Need Major Repair
- Posts: 1201
- Joined: Thu Jan 01, 2009 8:34 pm
- Location: ERROR
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- Need Major Repair
- Posts: 1659
- Joined: Sat Nov 01, 2008 8:38 am
- Location: Pennsylvania
- imasi
- New Brainjar
- Posts: 53
- Joined: Wed Jan 10, 2007 11:48 pm
- Location: Everett, Washington
Re: LGM's Mods... first and more
Just checked out the Prison Camp. It's pretty cool. I love the motif, but I dislike the size. It feels like going from point A to point B takes forever!
"You played to win, I played to win. The difference is... I won."
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- Need Major Repair
- Posts: 1659
- Joined: Sat Nov 01, 2008 8:38 am
- Location: Pennsylvania
Re: LGM's Mods... first and more
I Kind Of Agree, The spawn places don't let you get back into the the action that fast, therefore giving your opponents an easier chance in scoring a goal... Maybe you just want to place the spawns closer in the middle or make an arrow that shoots you right back into the action! Just a suggestion... But, it still is a great mod!
Has Been Playing TT Since February 18, 2004
Mods Made: 17
TT2 Supporter
Mods Made: 17
TT2 Supporter
- LGM
- Site Admin
- Posts: 2102
- Joined: Fri Dec 29, 2006 12:59 pm
- Location: Very Northwest WA
Re: LGM's Mods... first and more
I like it... having to do a little driving gives a chance to get shot out... not goal, goal, goal. I had a little fun with the goals. One said I got a little Napalmish with the trick goals. I'll take that as a compliment.
As far as the spawn placements, they're driven by the goal placements. I read some of my chatlog... seems some don't care for the wall goals. I thought they might be fun, but not sure about them myself. Comments on them?
I'm still trying to tweak the containment on the thing. The way I used invisible walls isn't working right. The invisible walls are the third attempt to keep players inside. The first two were way too porous. At least this sort of works. It stinks that players can get stuck though. I may try reconfiguring them.
I'm wondering if there is a ceiling setting I can use. Go above that level, you die. Stay under it, all is good. Any help would be appreciated.
As far as the spawn placements, they're driven by the goal placements. I read some of my chatlog... seems some don't care for the wall goals. I thought they might be fun, but not sure about them myself. Comments on them?
I'm still trying to tweak the containment on the thing. The way I used invisible walls isn't working right. The invisible walls are the third attempt to keep players inside. The first two were way too porous. At least this sort of works. It stinks that players can get stuck though. I may try reconfiguring them.
I'm wondering if there is a ceiling setting I can use. Go above that level, you die. Stay under it, all is good. Any help would be appreciated.
- LGM
- Site Admin
- Posts: 2102
- Joined: Fri Dec 29, 2006 12:59 pm
- Location: Very Northwest WA
Re: LGM's Mods... first and more
OK... take another look at that thing. I removed the wall goals, added some arrows, and totally reworked the invisible walls at the top.
It's much better (I hope) than before as far as getting stuck goes. I think the changes are good. May need to do some more massaging, but I like how it is now. Nothing like a work in progress.
It's much better (I hope) than before as far as getting stuck goes. I think the changes are good. May need to do some more massaging, but I like how it is now. Nothing like a work in progress.

- LGM
- Site Admin
- Posts: 2102
- Joined: Fri Dec 29, 2006 12:59 pm
- Location: Very Northwest WA
Re: LGM's Mods... first and more
So, the next step is to make a TBM version of the map... I may have overdone it a little, but I think it could be pretty fun. I'm going to put it up... here's a preload to the TBM terrain... TBM version of Brain Collector's Prison Camp
Give it a try.
edit: fixed the file download... it's fine now.
edit2: Uberbots have been reinstated. Beware. (That's how I like the bots...)
Give it a try.
edit: fixed the file download... it's fine now.
edit2: Uberbots have been reinstated. Beware. (That's how I like the bots...)
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- Need Major Repair
- Posts: 1659
- Joined: Sat Nov 01, 2008 8:38 am
- Location: Pennsylvania
Re: LGM's Mods... first and more
Checked It Out Last Night... I thought it was definately better than the first! Congratulations!
Has Been Playing TT Since February 18, 2004
Mods Made: 17
TT2 Supporter
Mods Made: 17
TT2 Supporter
- LGM
- Site Admin
- Posts: 2102
- Joined: Fri Dec 29, 2006 12:59 pm
- Location: Very Northwest WA
Re: LGM's Mods... Another TBM map
I just finished up another TBM map... may adapt it to scrum, but who knows.
Arena 5 is the name... you get to figure out why. Preload here ---> http://kvisit.com/Sm5N1
The .ter filename is Five.ter
Enjoy!
Arena 5 is the name... you get to figure out why. Preload here ---> http://kvisit.com/Sm5N1
The .ter filename is Five.ter

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- Need Major Repair
- Posts: 1659
- Joined: Sat Nov 01, 2008 8:38 am
- Location: Pennsylvania
Re: LGM's Mods... first and more
LGM thank you for agreeing to host my newest map Normandy!
P.S. I played it with bots and it was pretty fun...
P.S. I played it with bots and it was pretty fun...
- Attachments
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- Front View of the Beach
- Picture 2.png (137.55 KiB) Viewed 8758 times
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- Back View of the Mortar explosions
- Picture 1.png (170.27 KiB) Viewed 8758 times
Has Been Playing TT Since February 18, 2004
Mods Made: 17
TT2 Supporter
Mods Made: 17
TT2 Supporter
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