KimKat, i can't see the links, the page doesn't loads
Strange, must've been a host problem I guess. I have had this before, anyways I'll upload them to imageshack or something just wait.
Smoke screen #1 (No smoke screen, just showing a smoke screen "far away" (sorry for this slightly bad example but you get the idea hopefully)) | Smoke screen #2 (The smoke screen)
Pagyra i like ur ideas
and i forget littles things
granades pass breakables windows and if have a colison with player make some damage(example 7 damage) except the molotov if have a colision kill player in hit
and finally molotov on buy market
In addition to Pagyra's suggestion I'd love it if hazard icons for the entity Env_Hurt were implemented in CS2D. Just imagine these hazard icons taken from both (Half-Life, Counter-Strike) using them for different types of hurts. That will be very useful to create maps with variation, hurt that displays the type (O² = lacking oxygen) along with dealt damage for standing on a water tile as one example. There is much you could do with it.
I brought some icons that you can seperate into 48x48 each hazard icon and then I also supplied the RAW size of the hazard icons just as reference. The hazard icons can be colored in their respective RGB value later in BlitzMax, most likely. Also aren't we forgetting about the hazard sounds aswell? does someone have them?
Actually the HE, flash, smoke, gas, air strike, flare, & other grenades except the Molotov should do only 1 damage when hitting a player regardless of armor since that's the way it was in CS1.6 & it was a very entertaining feature
Also the FAMAS & Glock only need to shoot 3 round not 5-6 like Pagyra pointed out.
I also stated b4 the Glock & FAMAS needs to fire much slower in burst mode & the Glock can fire faster in single fire mode.
Both the Glock & FAMAS also need different fire sfx for both single & burst fire modes.
The zombie game mode should be exactly like the original zombie mod in CS1.6 too. after all the classic zombie mod was & still is one of the most popular game modes in both CS1.6 & CS:S.
Basically both the T & CT players spawn and are on the survivors team. After a certain amount of time one or more players randomly turn to the zombie team as alpha zombies who have more HP than regular zombies.
Knockback should also be made standard and zombies can 1 hit meallee kill/turn any of the survivors like in CS1.6.
1:Change the secondary fire when using laser to charge.
2:Add laser ammos.
3:Add a make player more stealth option if the tile is water
4:Add biological snark weapon
5:Add gluon gun (XD)
6:Add NPC Gonome (see SvenCoop mod for half life)
7:Add friendly CT/T option at NPC entity.
8:Add all unbuyable weapon to buyable
9:Add laser turrets
10:Add NPC Manhack
11:Changing the moving speed for NPC
12:Abling us to add lasermines(not the item,already deployed)
CS2D is based off of Counter Strike 1.6 not Half Life, 7 COOP, Opposing Force, nor HL2. Besides half of what you are asking for can be implemented via lua script & sprites >>
Thats what we are doing with Half Life 2D and its working just fine for us.