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English Ideas for CS2D - READ THE FIRST POST (OP)!

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old Ideas

FlamingPhoenix
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• When change weapon, spawn weapon sound heard.
• Custom sprays. (Colorful, gif)
• Enable custom change HUD color.
• Flashlight white in color.

I'm new to here, I played Counter-Strike 2D and it was fun than I expected, except those ideas...

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

r4ndxm
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Oh, some other ideas.

Trigger Delay - multiple delays.
IMG:https://i58.servimg.com/u/f58/18/37/98/95/untitl17.png



setteam command?

get rank value (kills-deaths-time)

USGN Global Private messaging (if possible) + (maybe this is suggested already but i will add other details)
+ /pmusgn (usgn) (msg) or /[usgn] (msg)
+ /blockpm (usgn) = [in user it will show some message like you are blocked whatever]
+ /pm (0 or 1) = [enable or disable]
+ Private messaging tab in settings (to configure)
-> + Allow/Block all button
-> -> + Exclude list (if pm = disabled)
-> -> + Block list (if pm = enabled)

Private messaging on server (we need this!)

and, uh, disable symbols on names, please.

(we need to make 420 noscope videos lol)

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

iFap
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When you pickup a Flamethower, or you already use it, the backpack in your back shouldn't dissapear after you switch to grenade or secondary and it shouldn't suddenly appear in your back after you switch back to flamethower.

CS2D would be a bit more realistic I think.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

FlamingPhoenix
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Why, if that the case everyone know you equip a flamethrower. At least every weapon in cs2d (for primary) is changed to secondary, melee or whatever... It will use drop image and place at top of player model (like css). I know there a script somewhere. But i hope it will be one of the update.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

XoOt
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New entity for pixel based obstacles/walls to make some tiles/sprites partly walkable.those should'nt be visible(GFX can be added with tiles or sprites anyway). It just should generate the wall/obstacle shadows.

(edit: added an image for the possible menu layout)
ah i see 1mistake.. it should be func_pixwall not env_pixwall
IMG:https://s14.directupload.net/images/140507/dpvkmb2h.png


"broadness" should only support values from 1 to 31

entity functions:
-selecting if the result will be a wall or obstacle
-selecting the pixelbroadness of the obstacle-/wallpart
-selecting the type of obstacle-/walldirection
IMG:https://s1.directupload.net/images/140507/l9ng95sl.png

straight: up - left - down - right / corners: downright - topright -topleft - downleft

in addition ways with that entity still should be walkable when there are less than 32px in broadness.
IMG:https://s14.directupload.net/images/140507/kzp7fhhu.png

the redlines are the pixwalls(2px in size) and i would suggest those paths should still be walkable when the pixelbroad value of the pixwall isnt higher than 3

i dont know if its possible, but if it is the whole gamestandard would raise by far.

it will be helpful for benches etc. and also for more detailed maps to get the possibility to work more excact, also to create all current cs 1.6, cs:s , cs:go maps
edited 11×, last 08.05.14 08:06:39 am
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