(06/2008 - 08/2008 ) General Discussions [Closed]
+23
dragoon88
ecko56
[T]ex.
Bonez
Nottheone
Kuromimi
Skavenslayer
LordPicolo
Icedsoil
RainBird
Sunny_D
Asgard_Ragna
omniistigma
Swe_Ironfist
Enterkill
parad0x
Lisianthus
Anitcol
alibababert
Hell_f1re
s3rius
Moozgu
Mishotaki
27 posters
- MishotakiBG
- Posts : 1018
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Regist Date : 2006-09-23
(06/2008 - 08/2008 ) General Discussions [Closed]
Thu 26 Jun 2008, 01:18
ok played 2 games... got a lot of typos and minor stuff:
in the map description thing, it says up to 10 players... there is 2 of those 10 slots taken by the computers, so there is only up to 8 players...
there is no description for the Scout class
long player names aren't shown in the dropdown player list box
typo in one of the tips given: it says "you can't rank zombies" or something like that when it should say that you can't "tank" zombies
the copter can take a while to land, when some zombies were taking their time to come to us...
some more stuff after playing more: the scout helper (the little copter thing) is about useless.. it does like no damage and has no range, it's a waste of a point to get that...
the medic's revive is way too far in the leveling tree.. to get to lvl 10 is very hard... i soloed for 30 mins and got to level 11 with a machinegunner, i can't think to do that with a medic just to get to revive someone else...
in the map description thing, it says up to 10 players... there is 2 of those 10 slots taken by the computers, so there is only up to 8 players...
there is no description for the Scout class
long player names aren't shown in the dropdown player list box
typo in one of the tips given: it says "you can't rank zombies" or something like that when it should say that you can't "tank" zombies
the copter can take a while to land, when some zombies were taking their time to come to us...
some more stuff after playing more: the scout helper (the little copter thing) is about useless.. it does like no damage and has no range, it's a waste of a point to get that...
the medic's revive is way too far in the leveling tree.. to get to lvl 10 is very hard... i soloed for 30 mins and got to level 11 with a machinegunner, i can't think to do that with a medic just to get to revive someone else...
- MoozguSSG
- Posts : 35
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Regist Date : 2008-06-12
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Thu 26 Jun 2008, 10:52
ok, just looking for bugs in ur map
first one
you should disable single player mode (i mean automatical end if there is only one player from the very start) or just make some codes kickable (think about someone who would play it in single with whosyourdaddy and iseedeadpeople, yes, it is possible to do so, just confirmed)
second
rifleman skill, rifle training, there is small bug in text? i mean there is that this skill increases dmg by 3 per lvl and... "increases?" reload time? shouldn't it be decrease? xD
third (goes to first one)
greedisgood is workin as well... it gives you unlimited ammo-> rank points welcome?
fourth?
helicopter, it does have an attack... but this attack is almost the same as of normal marine? this could be more realistic to increase it... but it would make this one mission easier as well, one thing im confused about
fifth (im still playing xD)
bob's guns, this place... is a weapon shop right? there should be a weapon stash (i think so) everytime, or at least some ammo, this one place could be unrandomized... i guess^^
sixth
about ingram once more xD iwhen rifleman has turned on single shot firing ingram will turn it off (it will activate automatic fire...) it is kinda tricky, someone could get problems with ammo xD anyway, bugs from yesterday with ingram are now gone, good job;]
seventh
rifleman skill "painkillers" it does works for hp but not for infection, while in skill describe there is that it can nullify a poison as well (i tried several times painkillers at 5 lvl)
eight
around mission with mobilizing army... there is that freaked out message boom that keep appears on left side of screen
ok, im ending playin, its about 40 minutes... and i got over 500 exp rank 0.o if someone would get really insane about that, he could get general in one or two weeks... you really should do 1 point xD
first one
you should disable single player mode (i mean automatical end if there is only one player from the very start) or just make some codes kickable (think about someone who would play it in single with whosyourdaddy and iseedeadpeople, yes, it is possible to do so, just confirmed)
second
rifleman skill, rifle training, there is small bug in text? i mean there is that this skill increases dmg by 3 per lvl and... "increases?" reload time? shouldn't it be decrease? xD
third (goes to first one)
greedisgood is workin as well... it gives you unlimited ammo-> rank points welcome?
fourth?
helicopter, it does have an attack... but this attack is almost the same as of normal marine? this could be more realistic to increase it... but it would make this one mission easier as well, one thing im confused about
fifth (im still playing xD)
bob's guns, this place... is a weapon shop right? there should be a weapon stash (i think so) everytime, or at least some ammo, this one place could be unrandomized... i guess^^
sixth
about ingram once more xD iwhen rifleman has turned on single shot firing ingram will turn it off (it will activate automatic fire...) it is kinda tricky, someone could get problems with ammo xD anyway, bugs from yesterday with ingram are now gone, good job;]
seventh
rifleman skill "painkillers" it does works for hp but not for infection, while in skill describe there is that it can nullify a poison as well (i tried several times painkillers at 5 lvl)
eight
around mission with mobilizing army... there is that freaked out message boom that keep appears on left side of screen
ok, im ending playin, its about 40 minutes... and i got over 500 exp rank 0.o if someone would get really insane about that, he could get general in one or two weeks... you really should do 1 point xD
- MishotakiBG
- Posts : 1018
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Regist Date : 2006-09-23
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Thu 26 Jun 2008, 11:30
yeah i've tried single player and it works too.. seeing all the map and being invincible makes it very easy... the autokicker for maphackers don't seem to affect this...
i could get to 400xp by playing yesterday so saying you can get that much only by 1-2 weeks of play is a lot...
i got to the end by trying with the single player... well it seemed the end, there was nothing happening, i found some stuck creeps:
the damage difference with the Copter to the APC is huge... the APC kills the boss that comes on that level but the copter has trouble killing a couple creeps...
i could get to 400xp by playing yesterday so saying you can get that much only by 1-2 weeks of play is a lot...
i got to the end by trying with the single player... well it seemed the end, there was nothing happening, i found some stuck creeps:
the damage difference with the Copter to the APC is huge... the APC kills the boss that comes on that level but the copter has trouble killing a couple creeps...
- s3riusLTG
- Posts : 1916
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Regist Date : 2006-02-11
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Thu 26 Jun 2008, 11:49
Mishotaki wrote:
typo in one of the tips given: it says "you can't rank zombies" or something like that when it should say that you can't "tank" zombies
Well, you can't rank them also, can you? *corrected*
Moozgu, the painkillers work fine. It does not nullify the poisoning, but counteracts it's effects. So when you have an infection and use Painkillers, check your HP regeneration^^
I think the problem with the Ingram is insoluble. However, I'll look into it..
- Hell_f1reCPL
- Posts : 22
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Regist Date : 2008-01-14
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Thu 26 Jun 2008, 14:06
haha, i wait this map sinds a long time, thx you very much S3rius
- alibababertSSG
- Posts : 35
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Regist Date : 2008-06-26
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Thu 26 Jun 2008, 18:32
I have played the new 6.0, and I think you maybe should get some kind of info in the begining, so, all of those who are new at dotd easier could understand the gameplay.
but anyways I think you have made an excelent work
but anyways I think you have made an excelent work
- AnitcolRC
- Posts : 3
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Regist Date : 2008-06-23
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 00:56
As Mishotaki said in another post, adding a feature that tells you when a player is reloading. A option to turn it off and on (on default) for those who are using vent or something.
Once the game gets to about 25 minutes, it gets to the point where you need ammo or else you loose, and their isn't enough ammo spawning later in the game as it's very hard to run around to look inside the many 1 way buildings.
Once the game gets to about 25 minutes, it gets to the point where you need ammo or else you loose, and their isn't enough ammo spawning later in the game as it's very hard to run around to look inside the many 1 way buildings.
- s3riusLTG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 01:15
Balancing ammunition drops is quite hard. I don't want people to permanently have 30+ clips, neither do I want them to run around shouting for some clips.
It should be obvious that the team runs out of ammo quickly when having several machine gunners or riflemen and weak scouting.
The reload feature is also a fine and nice idea, but you can also quickly write "rl" or something to indicate that you will be reloading in a second. That is especially important for machine gunners as they have the longest reload time. It will force the players to focus on exchanging information with each other.
It should be obvious that the team runs out of ammo quickly when having several machine gunners or riflemen and weak scouting.
The reload feature is also a fine and nice idea, but you can also quickly write "rl" or something to indicate that you will be reloading in a second. That is especially important for machine gunners as they have the longest reload time. It will force the players to focus on exchanging information with each other.
- MishotakiBG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 01:27
so i played some more... and found out that most of the tooltips for the classes are wrong!
Sniper: crowd control? where is that in his abilities? there is one ability that makes a single enemy have less armor, but one is not a crowd...
Scout: no tooltip, i know that you know
Rifleman: the tooltip doesn't really say anything...
Medic: he provides bio-resistance against the virus? he heals it, i don't see anythign that would raise the resistance to the virus...
Machine Gunner: where are those light explosives? that sounds more like the rifleman than him...
Engineer: making barricades????? hum...
Demolition: says there is napalm, i don't see it...
other than that, most classes are underpowered compared to the Machine Gunner.. that guy can take on waves of creeps and let his allies die between his reloads but the other classes just don't feel like having any power...
the Demoman has a very small range, his explosives are not that useful because you don't have a fixed base, thus making him building satchel walls on the fly when bosses comes, very hard to do... his rocket takes forever to land where you shoot, making you an open target for a too long time...
The medic is nice, but the revive skill is way too far to be useful... your whole party will be wiped out by hundreds of swarming zombies when he gets it.... and being swarmed and reaching the guy who got swarmed is pretty impossible... to me revive is more like you revive between the early waves, people who die in the later waves usually die when the team is about to be wiped out all at once... making revive about impossible...
The Scout is a joke, the flare has a very small range so it's very limited in usefulness... his copter friend is about melee range and does very low damage at a slow speed....
The Rifleman is nice... but compared to the Machine Gunner, he feels useless... his rifle nade is cool, but isn't useful till very late and even then you probably won't need to use it... he feels like a backup to the Machine Gunner when he reloads...
The Sniper is cool in theory.... but when people take him, they usually want to camp with him and get kills... his ability to lower the defense of an enemy unit is nice, i like that one.... but i got no idea how to make him stick to his goddamned allies...
the Enginer.... he can be a great support... to reload stuff and people... his repair ability feels useless, he can't heal anything else than his turret that will dissapear later anyway so it feels like an useless skill...
I feel like i'm bashing the map, sorry for that.... i just want to make it something better than what it is already ^_^
oh for the reload thing, it would be nice to have the character text over him say "reloading!" like they can talk a bit
it wouldn't be that annoying and you can see who is reloading
edit: one suggestion about the scout: it would be nice to have him the only one who can see everyone else's line of sight... it would make him like a commander that can get everyone together, save someone who had to run away to survive and reaching back the team after gathering items, just an idea ^_^
Sniper: crowd control? where is that in his abilities? there is one ability that makes a single enemy have less armor, but one is not a crowd...
Scout: no tooltip, i know that you know
Rifleman: the tooltip doesn't really say anything...
Medic: he provides bio-resistance against the virus? he heals it, i don't see anythign that would raise the resistance to the virus...
Machine Gunner: where are those light explosives? that sounds more like the rifleman than him...
Engineer: making barricades????? hum...
Demolition: says there is napalm, i don't see it...
other than that, most classes are underpowered compared to the Machine Gunner.. that guy can take on waves of creeps and let his allies die between his reloads but the other classes just don't feel like having any power...
the Demoman has a very small range, his explosives are not that useful because you don't have a fixed base, thus making him building satchel walls on the fly when bosses comes, very hard to do... his rocket takes forever to land where you shoot, making you an open target for a too long time...
The medic is nice, but the revive skill is way too far to be useful... your whole party will be wiped out by hundreds of swarming zombies when he gets it.... and being swarmed and reaching the guy who got swarmed is pretty impossible... to me revive is more like you revive between the early waves, people who die in the later waves usually die when the team is about to be wiped out all at once... making revive about impossible...
The Scout is a joke, the flare has a very small range so it's very limited in usefulness... his copter friend is about melee range and does very low damage at a slow speed....
The Rifleman is nice... but compared to the Machine Gunner, he feels useless... his rifle nade is cool, but isn't useful till very late and even then you probably won't need to use it... he feels like a backup to the Machine Gunner when he reloads...
The Sniper is cool in theory.... but when people take him, they usually want to camp with him and get kills... his ability to lower the defense of an enemy unit is nice, i like that one.... but i got no idea how to make him stick to his goddamned allies...
the Enginer.... he can be a great support... to reload stuff and people... his repair ability feels useless, he can't heal anything else than his turret that will dissapear later anyway so it feels like an useless skill...
I feel like i'm bashing the map, sorry for that.... i just want to make it something better than what it is already ^_^
oh for the reload thing, it would be nice to have the character text over him say "reloading!" like they can talk a bit
it wouldn't be that annoying and you can see who is reloading
edit: one suggestion about the scout: it would be nice to have him the only one who can see everyone else's line of sight... it would make him like a commander that can get everyone together, save someone who had to run away to survive and reaching back the team after gathering items, just an idea ^_^
- s3riusLTG
- Posts : 1916
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Regist Date : 2006-02-11
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 01:40
Yea, those are the old tooltips from 5.3 I need to overhaul all the descriptions and tooltips sooner or later.Mishotaki wrote:so i played some more... and found out that most of the tooltips for the classes are wrong!
I can assure you that the Demolitions with his explosives is the perfect boss killer. Ask Lisianthus =) Many times I've blown the shit out of fatties in front of his eyes.Mishotaki wrote:the Demoman has a very small range, his explosives are not that useful because you don't have a fixed base, thus making him building satchel walls on the fly when bosses comes, very hard to do... his rocket takes forever to land where you shoot, making you an open target for a too long time...
Yes. Scout is rather useless when it comes to combating. I already plan to make his flares more effective. I'm open for new Scout abilities if you know someMishotaki wrote:The Scout is a joke, the flare has a very small range so it's very limited in usefulness... his copter friend is about melee range and does very low damage at a slow speed....
His repair skill will gain more significance soon.Mishotaki wrote: his repair ability feels useless, he can't heal anything else than his turret that will dissapear later anyway so it feels like an useless skill...
I am grateful for opinions as long as they're reasonable.^^Mishotaki wrote:I feel like i'm bashing the map, sorry for that.... i just want to make it something better than what it is already ^_^
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 02:39
THAT IS A LIE!! USODA!!!! Really though if you know how to play him. He is one of the best units in the whole game....s3rius wrote:I can assure you that the Demolitions with his explosives is the perfect boss killer. Ask Lisianthus =) Many times I've blown the shit out of fatties in front of his eyes.Mishotaki wrote:the Demoman has a very small range, his explosives are not that useful because you don't have a fixed base, thus making him building satchel walls on the fly when bosses comes, very hard to do... his rocket takes forever to land where you shoot, making you an open target for a too long time...
- AnitcolRC
- Posts : 3
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Regist Date : 2008-06-23
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 04:40
Typo under the PDA:
Under ranks theirs a typo on the "bonus" where it says boni.
Under ranks theirs a typo on the "bonus" where it says boni.
- MoozguSSG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 12:31
yep, i can still remember the "minefield" action with s3rius pulling the strings... man, whole freakin alley was putted on fire... short range? hell yeah, he should be firing something ike shotgun (in real combat) rather than machinegun/rifle, its just his proffesion... and his rockets... they could just have longer range, they are rockets after all, ain't they?Lisianthus wrote:THAT IS A LIE!! USODA!!!! Really though if you know how to play him. He is one of the best units in the whole game....s3rius wrote:I can assure you that the Demolitions with his explosives is the perfect boss killer. Ask Lisianthus =) Many times I've blown the shit out of fatties in front of his eyes.Mishotaki wrote:the Demoman has a very small range, his explosives are not that useful because you don't have a fixed base, thus making him building satchel walls on the fly when bosses comes, very hard to do... his rocket takes forever to land where you shoot, making you an open target for a too long time...
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 13:11
You mean that minefield action we had in the upper right corner were he ran infront of the explosions like in a action movie? That was the coolest thing I've ever seen in dotd.Moozgu wrote:yep, i can still remember the "minefield" action with s3rius pulling the strings... man, whole freakin alley was putted on fire... short range? hell yeah, he should be firing something ike shotgun (in real combat) rather than machinegun/rifle, its just his proffesion... and his rockets... they could just have longer range, they are rockets after all, ain't they?Lisianthus wrote:THAT IS A LIE!! USODA!!!! Really though if you know how to play him. He is one of the best units in the whole game....s3rius wrote:I can assure you that the Demolitions with his explosives is the perfect boss killer. Ask Lisianthus =) Many times I've blown the shit out of fatties in front of his eyes.Mishotaki wrote:the Demoman has a very small range, his explosives are not that useful because you don't have a fixed base, thus making him building satchel walls on the fly when bosses comes, very hard to do... his rocket takes forever to land where you shoot, making you an open target for a too long time...
Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 14:54
I might acctually have to play a game or two now. Damn you!
- MishotakiBG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Fri 27 Jun 2008, 20:07
i slept on that one.. and i got a theory... with the only building on the map and all the blue dots on the minimap.... ^_^s3rius wrote:His repair skill will gain more significance soon.Mishotaki wrote: his repair ability feels useless, he can't heal anything else than his turret that will dissapear later anyway so it feels like an useless skill...
- s3riusLTG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Sat 28 Jun 2008, 02:40
I don't know if I'll even keep that building. It has something to do with the night mission, but since that ones gives me quite some trouble..
Hm, what would be your theory? =)
Hm, what would be your theory? =)
- MishotakiBG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Sat 28 Jun 2008, 09:03
repair the power plant using the repair skill?
then it would give some vision with the light posts scattered trough the map ^_^
kinda reminds me of a resident evil map where you could activate 4 towers to get extra vision...
then it would give some vision with the light posts scattered trough the map ^_^
kinda reminds me of a resident evil map where you could activate 4 towers to get extra vision...
- EnterkillPFC
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Sat 28 Jun 2008, 09:07
so now old codes don't work eh?
wow, at the start with 2 players and and both died XD, guess no one knew about this beta out yet.
wow, at the start with 2 players and and both died XD, guess no one knew about this beta out yet.
- Swe_Ironfist1SG
- Posts : 66
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Regist Date : 2006-07-10
Dawn of the Dead 6.0
Sat 28 Jun 2008, 10:53
heya!
first of all... great job on the 6.0.
just a coupple of questions... minigunner cant seem to get more than 300 rounds no matter how many clips he stuffs in is it me thats wrong or?
How do you det the bionic upgrades? and the desert eagle? i found 6.2 rounds i think theyre named that who should be usable with the H&K rifle but arent... my bad too? do bionic upgrades remove the risk of a broken leg or arm?
appriciate your work and are seeding the map on bnet bout 1-2 hours aday just to get it outthere...
first of all... great job on the 6.0.
just a coupple of questions... minigunner cant seem to get more than 300 rounds no matter how many clips he stuffs in is it me thats wrong or?
How do you det the bionic upgrades? and the desert eagle? i found 6.2 rounds i think theyre named that who should be usable with the H&K rifle but arent... my bad too? do bionic upgrades remove the risk of a broken leg or arm?
appriciate your work and are seeding the map on bnet bout 1-2 hours aday just to get it outthere...
- MishotakiBG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Sat 28 Jun 2008, 11:48
i don't think the special stuff like upgrades and unlockable weapons are coded in yet....
the 6.2 rounds are for a usable weapon...
like the C-rounds mag is for the uzi thing
the shotgun shells are for the shotgun
ect...
the 6.2 rounds are for a usable weapon...
like the C-rounds mag is for the uzi thing
the shotgun shells are for the shotgun
ect...
- Swe_Ironfist1SG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Sat 28 Jun 2008, 12:06
so the rounds arent for the H&K?
s3rius: I've merged this topic with my Dawn Of The Dead 6.0, since 2 topics with the same name are unpractical.
s3rius: I've merged this topic with my Dawn Of The Dead 6.0, since 2 topics with the same name are unpractical.
- s3riusLTG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Sat 28 Jun 2008, 12:13
The Machine Gunner should actually be able to load up to 350 rounds into his gun. I'll look into that.
6.2mm C-Mags work for the Mac-10, H&K MG6 and 249 SAW. One small flaw is that you have to have the weapon in your inventory and then pick up the 6.2mm. If you have the 6.2mm in your inventory and pick up one of these guns nothing will happen. In this case just drop the C-Mags and pick them up again.
Bionic upgrades, also Deagle, Combat Knife etc, are not available at the moment. I'll take me some more time to implement an upgrade system that satisfies me.. I indeed thought of reducing the chance to receive fractures when having Bionics.
Don't overwork yourself with the distribution of DotD It's only a beta. The first final release will be uploaded on epicwar, hive, wc3c and maybe the NotD:2 and NotD:AM sites.
Edit: I've just tested. Machine Gunner with lvl5 Ammunition Feed has 350 rounds - provided that you have a sufficient number of clips.
6.2mm C-Mags work for the Mac-10, H&K MG6 and 249 SAW. One small flaw is that you have to have the weapon in your inventory and then pick up the 6.2mm. If you have the 6.2mm in your inventory and pick up one of these guns nothing will happen. In this case just drop the C-Mags and pick them up again.
Bionic upgrades, also Deagle, Combat Knife etc, are not available at the moment. I'll take me some more time to implement an upgrade system that satisfies me.. I indeed thought of reducing the chance to receive fractures when having Bionics.
Don't overwork yourself with the distribution of DotD It's only a beta. The first final release will be uploaded on epicwar, hive, wc3c and maybe the NotD:2 and NotD:AM sites.
Edit: I've just tested. Machine Gunner with lvl5 Ammunition Feed has 350 rounds - provided that you have a sufficient number of clips.
- omniistigmaPVT
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Undead assault
Sat 28 Jun 2008, 14:22
sounds like you turned dawn of the dead into a Undead assault notd format/ glad to here;)
- s3riusLTG
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Re: (06/2008 - 08/2008 ) General Discussions [Closed]
Sat 28 Jun 2008, 17:23
Well, I try to keep some overview, unlike in Undead Assault. Seriously.. I am Sgt or Ssgt in UA2 and I have no idea how to play this game
I mean of the missions and stuff. Though I've even finished it a few times.
And since it's cityscape I'd say it has rather turned into NotD than UA
I mean of the missions and stuff. Though I've even finished it a few times.
And since it's cityscape I'd say it has rather turned into NotD than UA
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