Rune Central

The Official Rune Quake Message Board
It is currently Thu Mar 28, 2024 10:31 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Re: Zombie rune improvement
PostPosted: Wed Feb 26, 2014 12:02 pm 
Offline

Joined: Mon Feb 21, 2005 7:05 pm
Posts: 56
I'm actually kind of neutral on this. If zombies are allowed to persist after the rune is dropped, they would just become another indiscriminate nuisance trap.

Here is an awesome, radical suggestion: ALL traps disappear when you drop the rune. That's right. If you want to use traps bad enough, you have to hold the rune. I don't expect strong support for this, but I would love to see it.


Top
 Profile  
Reply with quote  
 Post subject: Re: Zombie rune improvement
PostPosted: Sat Mar 01, 2014 3:28 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1255
Location: New Jersey, USA
sprax wrote:
Here is an awesome, radical suggestion: ALL traps disappear when you drop the rune. That's right. If you want to use traps bad enough, you have to hold the rune. I don't expect strong support for this, but I would love to see it.


I added a similar feature a while ago which limits the amount of traps to whatever the default amount is. So for example, if you have death spots, place all your traps, die, and pick up death spots again you're total trap count is maxed out until one explodes, which then your count is reduced by one. It's only a config option though.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Zombie rune improvement
PostPosted: Sat Jun 28, 2014 8:36 am 
Offline

Joined: Sat Mar 05, 2005 11:24 pm
Posts: 122
sprax wrote:
I'm actually kind of neutral on this. If zombies are allowed to persist after the rune is dropped, they would just become another indiscriminate nuisance trap.

Here is an awesome, radical suggestion: ALL traps disappear when you drop the rune. That's right. If you want to use traps bad enough, you have to hold the rune. I don't expect strong support for this, but I would love to see it.


That takes all the fun out of Radio + Bezerk.

_________________
aka -sole-
Quake 1 Resurrection - QuakeOne.com


Top
 Profile  
Reply with quote  
 Post subject: Re: Zombie rune improvement
PostPosted: Sat Aug 09, 2014 4:32 pm 
Offline

Joined: Mon Feb 21, 2005 7:05 pm
Posts: 56
That if you find it fun being stuck in the usual tiny map (DM4, Start, E1M7, repeat) with some joker hiding out with that combo. That's not fun, it's tedious. Probably the only upside is that if you run into it often enough, that loser map is over faster. Until we get voted back into it again, and again, and again, and again............


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 27 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group