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#251 03/21/11 16:03

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

It's possible, but buggy.


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#252 03/21/11 16:03

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Looking to set up a large game in a few days. smile What day would you all like to play on, and which map?


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#253 03/21/11 19:03

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Flatline Alpha

Forever_Alone.png
Any day is good for me
A weekend sounds better though, since most people are probably busy in the middle of the week


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#254 03/21/11 19:03

NMS
Member
From: Belmont, MA
Registered: 12/31/07
Website

Re: Flatline Alpha

That sounds fun. The best times for me are Monday, Tuesday evening (EST), Wednesday morning and afternoon, Thursday, and Sunday.

Most of Oni's levels are too linear to be good for deathmatches. TCTF HQ seems like the best one. You might need to make sure everyone uses a script that unlocks the doors and turns off the security. (Those aren't synced yet, right?)

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#255 03/21/11 20:03

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Flatline Alpha

Ok the levels that are really good for fighting are...
Laboratory, not in a savepoint but in the far reaches of the level
TCTF HQ, the middle floors
Regional State Building
TCTF Science prison

That's mainly it, I did suggest the Hexagon level but it's too big, but would give us some freedom
Quick Question Gumby: Will huge levels like that mess with the connection?


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#256 03/22/11 06:03

toolbaras
Member
Registered: 03/03/11

Re: Flatline Alpha

That's cool gumby. I hope I can join too wink

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#257 03/22/11 08:03

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Flatline Alpha

I'd suggest the last save point in Rooftops. Kicking people out in the dark would be awesome. ^_^

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#258 03/22/11 08:03

toolbaras
Member
Registered: 03/03/11

Re: Flatline Alpha

I prefer clean and wide places, where there's no obstacles or anything that could get in the way

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#259 03/22/11 08:03

Nitr0
Member
From: Croatia
Registered: 11/26/10

Re: Flatline Alpha

Weekend fits best for MP fighting smile
I would like to play in Edt's Arena level. If we can't, then Rooftops, last savepoint.


Ninjabar thin

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#260 03/22/11 08:03

toolbaras
Member
Registered: 03/03/11

Re: Flatline Alpha

Yeah that spot where you had to fight Mukade is pretty good!

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#261 03/22/11 10:03

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Flatline Alpha

i'm definitely against the rooftops :\ there's no fun in winning by a cheap throw + the area is dull and we pretty much milked it with Leus's OZG tongue
i suggest second level 1st save point outside of the building, or third level where u fight barabas for the first time.
i can't really play anytime soon cz i have exams till the end of next week. but i really wish i could at least try it sad


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#262 03/22/11 11:03

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Flatline Alpha

Crap, weekends are the worst for me. I guess I'll have to hope that everything will go as planned.


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#263 03/22/11 13:03

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

oxe161 wrote:

Ok the levels that are really good for fighting are...
Laboratory, not in a savepoint but in the far reaches of the level
TCTF HQ, the middle floors
Regional State Building
TCTF Science prison

That's mainly it, I did suggest the Hexagon level but it's too big, but would give us some freedom
Quick Question Gumby: Will huge levels like that mess with the connection?

No.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#264 03/22/11 16:03

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Flatline Alpha

TOCS wrote:

I'd suggest the last save point in Rooftops. Kicking people out in the dark would be awesome. ^_^

You respawn where you died, so you would respawn where the floor ends...meaning you die again. So it's not a good idea

Ok Gumby then why not use the Hexagon level? There's no doors to stop us, and we can have a limit as to where we can go
(such as staying in the first room for the sake of peace)


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#265 03/22/11 22:03

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Flatline Alpha


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#266 03/22/11 22:03

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Flatline Alpha

Hmm, that sounds good


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#267 03/23/11 07:03

Nitr0
Member
From: Croatia
Registered: 11/26/10

Re: Flatline Alpha

Samer wrote:

why not the arena level http://oni.bungie.org/community/forum/v … hp?id=1736

That is the level I said that I would like to play big_smile


Ninjabar thin

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#268 03/23/11 10:03

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Flatline Alpha

We need a multiplayer map for a multiplayer game. And Arena level looks like such a map.


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#269 03/23/11 13:03

AdamBast
Member
From: Hungary
Registered: 01/12/08

Re: Flatline Alpha

Gumby wrote:

It's possible, but buggy.

Should I hope for it or it's not planned at all?


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#270 03/23/11 22:03

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Assuming this project continues to make progress, yes it is planned.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#271 03/23/11 23:03

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Flatline Alpha

You know the maze level would be fun for a chase game...but considering its bugs...yeah not too hot


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#272 03/24/11 04:03

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

It's just too freaking big. You will spend more time looking for someone than fighting.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#273 03/24/11 07:03

Nitr0
Member
From: Croatia
Registered: 11/26/10

Re: Flatline Alpha

@oxe you always run around the level, no matter where we play...


Ninjabar thin

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#274 03/24/11 11:03

AdamBast
Member
From: Hungary
Registered: 01/12/08

Re: Flatline Alpha

Gumby wrote:

Assuming this project continues to make progress, yes it is planned.

OK, thanks. Can I help anything? (except coding)
I can do some repetitive or slave work, I have a lot of time these days.


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You're killing me
Please don't stop

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#275 03/24/11 14:03

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Umm, I'm not sure. At some point, we have to rework all of the ONCCs and TRAMs, but it's not a huge priority for me.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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