Future Ns:

HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">Will it always be so.. "child friendly"?</div> I love NS. I'm sure we all do. We love the basic premise, past or present versions, what have you. Its a great game. But one question continues to sit in the back of my head and nag me like a grandma who needs her daily dose of cloroform:

Will NS always remain gore, blood, and "horror" free?

Present NS, you're not allowd to put dead marines in any maps you make, no blood, etc. Nothing to make you somewhat aprehensive about entering that hiveroom, it must all be <i>pure sci-fi atmosphere.</i> With the comming of an obvious port to source, will there be more? Ragdoll physics themselves are very violent at the right times, the entry and exit wounds. Will the game get more than a teen rating the next time around? I know its not nessarry to put blood, or dead marines in a map at all, we can, <i>and have</i> made the game what it is today without any of that. But I certainly wouldnt mind any horror aspects mixed in lightly.

Anyone else's opinion?
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Comments

  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    I wouldn't mind it on some custom maps...
  • daidalosdaidalos Join Date: 2004-05-23 Member: 28854Members, Constellation
    I want to keep my cute cute gorge <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->.
    Well, I don´t think we really need blood in NS. Sure, it would be more realistic, when the skulk could actually bite your leg off, but NS isn´t a realistic game.

    But bullet holes in the Onos model would be nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->, but not necessari.
    It´s all up to Flayra, but I hope he won´t make the games around the NS universe so bloody.
    It´s really odd here in Germany when it comes to gore in games.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Ah no no no, I dont want a marine's leg getting bitten off. I'd like to see some custom entry wounds for the different lifeforms, and I'd like to see a bit more blood on the walls from the marine side. Like if an onos hits you with is gore, I'd like to see the ragdoll go <i>flying</i> and slam against a wall, then just leave that little blood spirt on the wall there. I think that'd be really awesome, but not overboard at all, not even close to the edge.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    It's incredibly unlikely that blatant gore will go into NS, or NS:S. NS2 I have no idea about, though I'd assume that the same idea carries across.

    There's no need for a gross-out factor for a game to be played by mature individuals. And the lack thereof opens it to a wider audience of players... looking at it realistically, the tiny subset who enjoy huge bloodsprays and graphically killed individuals is tiny. The number of parents who don't want their kids watching that kind of thing is pretty large. I mean, exactly how many fourteen year olds are allowed to play Manhunt? Now compare that against those playing NS, or CS.

    As for horror-themed maps.. the mapping guidelines are for maps to be considered for official inclusion. third-party maps can do whatever the hell they want. They'll just stay as third-party maps.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Oh by all means, dont get me wrong, I dont want legs hanging from meat hooks in the "butcher shop" hiveroom. I'd just like to see some advancements like I described above. Nothing would be cooler than being on a map, about to round a corner when you hear a large thump, and a body flies out and tumbles down a little aways from you, then the onos charges around the corner.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Ragdoll physics I'm fine with, but I agree with the general no blood rules.

    Say that nanites and bacterium absorb it before it hits the walls or whatever. Or even more creative, the bullets are actually a method to deliver a concentrated dose of nanites to the bacterium that makes up the alien. As such, there's no "wound" per-se, just the alien gets weaker because its bacterium is being increasingly taken over by nanites.

    Same deal with marine wounds.. aliens aren't biting in so much as applying concentrated bacterium to the nanite protective layering that covers the marines. As this layering is removed, the hostile conditions of the station take over and the marine dies from bacterium infestation.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Ragdolls are one thing (don't expect bloodsmears on walls or floors though), gore/horror is another. It's one of those big concerns that we'd rather not see a map featuring a room where all the colonists held their last stand (and parts of all of them are still there), or a room with the survivors pinned to the walls, infestation all over what's left of their bones. It'd be bad.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Pity, that's one of the things that Unreal did so well. Then again I think the whole reality as part of immersion vibe is much more important in SP games. While it may seem cool when you first play a map, after a few days play that sort of addition just gets forgotten.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Ragdolls in Source sound great to me, as long as we didn't add a weapon that allowed you to fling the bodies around make piles out of them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    <!--QuoteBegin-Flayra+Feb 25 2005, 05:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Feb 25 2005, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ragdolls in Source sound great to me, as long as we didn't add a weapon that allowed you to fling the bodies around make piles out of them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I hope there is an option to disable them, lots of people like 100 fps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    edited February 2005
    oni sending rines flying with ragdoll will be simply amazing, seeing your teammates get flung across a room will be scary enough! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    anyways, couldnt any extra gore be an option? it could even be an option when installing the game, so the player has a choice
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    I hope you guys remember to put in bunnyhopping when NS goes to source ~_~ <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited February 2005
    I believe bh is considered a quirk of HL and probably won't be going into NS:S as a feature.

    Clanners might have to adjust <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    yeah bunnyhopping please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    one other thing, cs:s has this problem were the max updaterate/cmdrate a player can recieve is 34/s even if you set them to 101.

    like come on thats 56k rates :/

    if ns goes source, i hope it doesnt have this problem, it stops me from enjoying cs:s, as i get 80 - 90 fps yet it doesnt feel smooth because of the low updaterate <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • Travis_DaneTravis_Dane Join Date: 2003-04-06 Member: 15249Members
    edited February 2005
    <!--QuoteBegin-Talesin+Feb 25 2005, 09:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Feb 25 2005, 09:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's no need for a gross-out factor for a game to be played by mature individuals. And the lack thereof opens it to a wider audience of players... looking at it realistically, the tiny subset who enjoy huge bloodsprays and graphically killed individuals is tiny. The number of parents who don't want their kids watching that kind of thing is pretty large. I mean, exactly how many fourteen year olds are allowed to play Manhunt? Now compare that against those playing NS, or CS. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wait, you're going to deprive the blood-hungry players from their daily dosis of gore, just for getting that extra piece of community (Which in all honestly, I couldn't give a ratts **** about, I mean come on, fourteen yearolds...)?

    Not to mention some gore would add to the atmosphere NS is trying to create (Or at least was aiming for in the NS 1.x versions, by the looks of things the NS team has deviated from this goal...).

    So, instead of alienating your semi-mentally ill players, how's about a parental-lock for the younger players amongst us? And let the rest enjoy their gore-fest.

    [EDIT]

    Oh, and ragdolls is a pointless feature which DEVOURS CPU cycles. Make them OPTIONAL.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Horror wouldn't fit in NS as it is today, as it's an arcade action kind of game, not "get scared so badly that you need to turn off your monitor for a while so that your heart calms down from hummingbird speed" . . .
    Additional blood effects like those seen in hl2 would be cool though. Still think it should be an option, defaulting to "little/no blood", which would be like current NS without the stains on the walls.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    With making ragdolls optional you guys mean extending the development process, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Because the nanites and bacterium are so wide-spread throughout the map and backstory, it's easy to assume that any small-scale damage and "garbage" would simply be consumed by it... This means that blood - both alien and human - can fly off the player models, but as soon as it hits the enviroment's hard surfaces it's simply "recycled" thus fading away from view. (alien gets hit, blood flys through the air, hits the wall, makes a splat, and then fades as the nanites/bacterium clean it up <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> )

    Bullet holes would could also be considered "small scale damage" and slowly fade away from existance as the nanites patch up the hole the impact made. However, ragdolls and larger objects would probably be too complex or simply too difficult to clean up, so they'd stay there. So if a mapper put some ragdolls in, i'd be fine with that.

    A Heavy Armor or Onos ragdoll floating in a pool of molten metal (with the onos on fire, possibly) would be a excellent way to illustrate that "step here and die!" point of such enviromental hazards. As well, ragdolls with skins that show that it's colonized by bacterium (green/yellow ooze type splotches) or nanites (gray/silver reflective, rough fabric textured patches) can illustrate that fighting has been going on for a while. And i think EVERYONE wants to see a skulk floating outside the space-station's forward-port window. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NegativityNegativity Join Date: 2004-08-08 Member: 30463Members
    <!--QuoteBegin-Mendasp+Feb 25 2005, 06:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 25 2005, 06:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With making ragdolls optional you guys mean extending the development process, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    cl_ragdoll_physics_enable 0.

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Was about to say that.

    I'm not pushing for tons of gore. I'm not asking for anything of that type. I'm asking for when a corpse flies up against a wall, it at least makes a little blood spat. Heaven forbid a player thats seen alien green blood sees it in a different shade. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited February 2005
    I'd like to see 'hit effects' go in. Like when you are too close to an explosion you get that ringing ear effect, when you are close to dying you get 'poor mans motion blur'('ghosting') and some faint tunnel vision to make you feel groggy and slowly wears off over time; much quicker if you are welded or get a med pack. I'd like to see some more immediate and intense indication of taking damage, in a noisy room you should not have to look at your HP/AP to see if you are taking damage(some faint red flashing along the edges of the screen maybe?). I think it would help immersion quite a bit without adding gore.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-Negativity+Feb 25 2005, 11:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Negativity @ Feb 25 2005, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Feb 25 2005, 06:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 25 2005, 06:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With making ragdolls optional you guys mean extending the development process, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    cl_ragdoll_physics_enable 0.

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    D'oh!

    Anyways, the other comments made no sense either, since they're optional already...
  • Travis_DaneTravis_Dane Join Date: 2003-04-06 Member: 15249Members
    <!--QuoteBegin-Mendasp+Feb 26 2005, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 26 2005, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> D'oh!

    Anyways, the other comments made no sense either, since they're optional already... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    They are, only because in CS:S and HL2:DM they don't influence the gameplay. An onos ragdoll might however, in NS:S. Hence it should be contemplated by the dev team.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I have a feeling I won't make myself more popular by the following post...

    I love scary atmospheres. I enjoy a good 'oh crap' moment. I want to see more of each in NS, and I'm open towards a lot of things - ragdolls, screen jarring, atmospheric vision modes, what have you - to support this atmosphere as long as they don't frustrate players. But as long as I have a managing position in this team, you won't see any significant amount of gore or blood in NS. Hear me out.
    I'll happily admit that I enjoy the ultra-violent aesthetics of, as an example, the Warhammer games, but they are not what we are striving for. The word I'd like to have associated with NS is 'creepy', as in 'creeping under your skin', and in that context, excess blood is nothing but a cop out. It's difficult, yet effective, to 'shoddy a room up', to add grime, to add dirt, to add dripping water; you got it. It's easy and cliché to make it look as though someone used their innards for finger painting in there. Gibs and the rest are, quite frankly, simply bad taste. The fact that they are a FPS tradition doesn't change this.
    Aside from these purely aesthetic consideration is the whole demographic thing. Again, I count myself among those who enjoy a little blood on occasion, but there is a very specific subgroup of players attracted by gruesome death that I just don't want to have associated with my game. Sounds harsh, is harsh, but it's the truth. The sub-demographic in question happens to consist of obnoxious little brats convinced that vulgarism equals maturity, and they are quite simply bad for business - observe the join/drop-statistics of a server after one of the more vocal members of this group joined. If it takes a firm stance on the question of blood to keep them out and thus a lot of decent players in, then so be it.

    As for bhopping, we said it before, we'll say it again, it won't survive the port to another engine. Neither will wallstrafing and all the rest. There are better, intrinsic ways of getting balance and skill into the game - we'll go that way.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-Travis Dane+Feb 26 2005, 01:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Travis Dane @ Feb 26 2005, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Feb 26 2005, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 26 2005, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> D'oh!

    Anyways, the other comments made no sense either, since they're optional already... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    They are, only because in CS:S and HL2:DM they don't influence the gameplay. An onos ragdoll might however, in NS:S. Hence it should be contemplated by the dev team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Dear god, I'm having a horrible day, lol.

    Anyways, I understand other units going through an onos might look funny, and NS can't leave bodies in there all the time, since there's respawning and all... I'm sure there'll be a nice way to solve this (desintegrating effect or whatever)...
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I think that the bodies can remain of certain alien lifeforms for varrying amounts of times. The onos could be the longest, since it would be one of the more rare lifeforms, and probably one of the "coolest" ones to see as you walk through the hall, slumped over in a corner. Skulks, on the other hand, could dissappear as soon as you round the corner, or merely thirty seconds of someone not looking at it.

    Onto the gore topic.

    I agree with your post entirely, Nem0. I'm just wondering if maybe future NS versions will ease up on the current "no blood" policy. I'm not one to mind gibs at all, but I dont think they are a must either. After seeing a marine go one on one with a skulk and almost lose, I'd like to see him battered and bruised, showing off the engine's new abilities but looking good at the same time. It by all means doesnt need to be gorey, just a couple bite wounds where he got hit would be enough for me.

    I guess what I'm aiming for would be the current HL2: DM style of things. Theres no gore, and not an abundence of blood flying everywhere, but its still there.
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    To be honest, I'd like NS to be more like FEAR:

    Slow moving and paced Marines, against incredibly fast and incredibly viscious enemies(in our case, aliens), who will do anything- from spraying your juices all over the walls to letting your organs spill out of your now-open ribcage.

    I don't like gore, but it'd be a awesome setting.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I wouldn't mind seeing blood decals on players when their hit like hl2 has when you hit zombies or combine. It also lets other players know that that person has been in battle haha. Imagine a onos running back into base with a bunch of alien blood\bullet hole markings all over his body, that would be very cool.

    Also i wouldn't mind seeing maybe a blood splatter on the wall when a marine gets hurt near a wall (or even a floor i guess?)

    if going to source ragdolls are a big thing and would add a lot of fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    I agree with other people that excessive blood and guts is not necessary and might turn people off, but a little blood wouldn't be so bad.

    and NO GIBS, their pointless and cheap looking.

    I agree with having certain times for having bodies disppear.. Ex)

    Skulks = 2-3 seconds
    Gorge = 4 seconds
    Lerks = 4-5 seconds
    Fade = 7 seconds
    Onos = 12 seconds (Just because it'd be rare and with the ragdoll would look cool slumping in a hallway like somebody else said <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited February 2005
    I actually think this would be client side, now that I think about it. Ragdolls arent handled by the server, so its up to us how long they stay. <i>Yay, bodypiles.</i>

    edit:: Its also why ragdolls could never actually block your movement down a hallway, they are different for every player because of how complex all the calculations are. You could put a person in the same instance, getting hit by the same amount of force in the same area, and he probably would end up in two different positions on two different PCs.
  • Steel_MonkeySteel_Monkey Join Date: 2004-10-06 Member: 32121Members
    No wallstrafing or bhopping? Ouch. What will replace bhopping for the speed needed for skulkies?
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