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[TF2] - Popcorn Mod - v1.2.1


  
 
 
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labelmaker
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Join Date: Mar 2009
Location: Kentucky USA
Old 09-01-2010 , 14:35   Re: [TF2] - Popcorn Mod - v1.2.1 Final
Reply With Quote #21

Popcorn works well with all maps except arena (in which it is hardcoded to be disabled due to inbalance gameplay). The pop_enable/disable and force on have been bugged for some time.

Which comes to my second reason for just popping out of no where. I punned . I am now in the process of bringing this project back to life after much of my server pals enjoyed it so much they continued to want more. So after much debate I will be rewriting the code to be more legible and repairing and improving upon this. Look forward to v2.0 coming in the following weeks with much needed bug fixes and more new stuff to play with. Thx to all for enjoying and providing feedback.

Oh and PS Rob1991, Ive tried a multigame server once. Its a mess usually, and most players enjoy for there to be a general theme to a server. Throwing several mods together can be quite cumbersome to most pubbers and they most likely don't stay on long. The best way around this is to have daily or weekly events were you would have one particular mod running for the duration of that time period. Popcorn and custom maps being our default setup on our server and once a week we might have a lil zombie fortress day and we have also had some successful weekly events such as Beta Week(all stock weapons, only the original 6 maps) and a Highlander week.

Almost forgot to answer your other question. -And should they work with any custom ctf/payload maps that I download?
Yes, the script auto-boxes the area for popcorn to spawn based on where players are. You will also notice that on huge maps you will see less popcorn cause there are only a total of 20 popcorn at a time in the map that become recycled and used over and over again to prevent going over the entity limits.
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Come Check Out the Popcorn Mod Yourself!!

Last edited by labelmaker; 09-01-2010 at 14:49.
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