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1. SetOwner - [C]:-1
2. StartEffect - gamemodes/tacticaltoolgame/entities/entities/ent_bomb.lua:75
3. unknown - gamemodes/tacticaltoolgame/entities/entities/ent_bomb.lua:45
You can spectate when you have died.
http://steamcommunity.com/workshop/filedetails/discussion/260667795/558756256171665195/
btw dont give out an entire vmf lol, just like, give out the spawnrooms and important bits XD
https://dl.dropboxusercontent.com/u/3845726/ttg_hole_a1.vmf
Playing with my friend 1v1.
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Players Crate is a upcoming community driven website that provides a platform for mod creators from specific video games to upload their content for other users to download and use within their respective games.
https://steamcommunity.com/groups/playerscrate
https://www.reddit.com/r/pcrate/
(I feel guilty ;c )
-Make a specific weapon for pushing mines and other physics objects like the boulder. Currently explosives can push mines into players or off cliffs, giving them too many options.
-Weapons need to be better explained, especially things like the height bomb. You should note limits in range and capability, so that players dont waste rounds with weapons that are useless or not right for the task
-Weapon purchasing should be editable. You should have the opportunity to undo purchases during the buy phase, if you buy a bulding bomb as a defender you're going to regret it.
-Perhaps weapon menus should be more specific to if you're attacking or defending. Certain objects are entirely useless as attackers, or defenders. But thats only a suggestion, not a real problem.
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-Make sure maps don't have ZS esque easy to defend areas! Large block constructs have massive amounts of health, meaning it takes most of the round to destroy them with conventional building busters. I understand entirely the goal is to make your way around tough to destroy obstacles, but there needs to be some lenience. So, watch out for small areas with only one or two entrances when accepting or creating maps.
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I like the idea, and so far its pretty neat and well implemented, but it needs work.
-The melee combat is really... weird. Its cumbersome, really. The fact that it deals damage and knockback, as well as debuffing speed (causing melee to be slow, stuttery, and awkward) means that melee is a matter of who hits first, not who employs better tactics or movements. I'd suggest either pushing for a non-lethal melee where you try to force players into traps or pits; or making just a crowbar duel, that is outclassed by other weapons. Right now it really just makes it confusing and really feel unnecessarily long.