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Topics - TheSlyder

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1
Solved Ban Requests / TTT server ban request: MaxTehBunneh
« on: December 29, 2011, 04:14:12 PM »
He RDMed six people in one round (Attacked eight) as a detective. His ID is STEAM_0:1:33842273

Here is the log (I removed irrelevant bits):

Quote
] ttt_print_damagelog
   *** Damage log:

   00:22.01 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
   00:22.07 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
   00:22.13 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
   00:22.19 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
   00:22.26 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
   00:22.31 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
   00:22.97 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg

   00:25.79 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 6 dmg
   00:25.85 - DMG:     MaxTehBunneh [detective] damaged Dudeguy5133 [innocent] for 6 dmg
   00:25.91 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
   00:26.15 - DMG:     MaxTehBunneh [detective] damaged TheSlyder [traitor] for 6 dmg
   00:26.15 - KILL:    MaxTehBunneh [detective] killed TheSlyder [traitor]

   00:51.08 - DMG:     MaxTehBunneh [detective] damaged cap811 [innocent] for 30 dmg
   00:51.14 - DMG:     MaxTehBunneh [detective] damaged cap811 [innocent] for 6 dmg
   00:51.14 - KILL:    MaxTehBunneh [detective] killed cap811 [innocent]
   01:06.10 - DMG:     MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 11 dmg
   01:06.16 - DMG:     MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 30 dmg
   01:06.22 - DMG:     MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 11 dmg
   01:06.28 - DMG:     MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 30 dmg
   01:06.34 - DMG:     MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 11 dmg
   01:06.34 - KILL:    MaxTehBunneh [detective] killed Zeekzeekzeek [traitor]

   01:19.87 - DMG:     MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg
   01:19.81 - DMG:     MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg
   01:19.93 - DMG:     MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg
   01:19.99 - DMG:     MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg
   01:20.05 - DMG:     MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg
   01:20.11 - DMG:     MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg
   01:20.83 - DMG:     MaxTehBunneh [detective] damaged theyankees213 [traitor] for 30 dmg
   01:20.83 - KILL:    MaxTehBunneh [detective] killed theyankees213 [traitor][/b]

   01:41.42 - DMG:     MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg
   01:41.66 - DMG:     MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg
   01:42.10 - DMG:     MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg
   01:42.22 - DMG:     MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg
   01:42.34 - DMG:     MaxTehBunneh [detective] damaged Lorentsen [traitor] for 21 dmg
   01:42.34 - KILL:    MaxTehBunneh [detective] killed Lorentsen [traitor]

   02:03.61 - DMG:     MaxTehBunneh [detective] damaged Teenagers [innocent] for 30 dmg
   02:03.67 - DMG:     MaxTehBunneh [detective] damaged Teenagers [innocent] for 30 dmg
   02:03.73 - DMG:     MaxTehBunneh [detective] damaged Teenagers [innocent] for 30 dmg
   02:03.73 - KILL:    MaxTehBunneh [detective] killed Teenagers [innocent]
   02:20.47 - DMG:     MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 6 dmg
   02:20.53 - DMG:     MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 6 dmg
   02:20.65 - DMG:     MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 11 dmg
   02:20.77 - DMG:     MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 11 dmg
   02:20.83 - DMG:     MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 11 dmg
   02:21.07 - DMG:     MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 6 dmg

2
http://i.imgur.com/HVq2U.jpg

You'll notice I've also created a 16x16 image for the Favicon (That little icon that shows up beside the website's URL in the address bar.)

The actual graphic work is negligible (Save a couple images that can be whipped up in a few seconds). All the changes can be made through the code for the board's theme. I just have no idea how to do that.

Is it that difficult? I'd really like to see CG be consistent with its logos and visual style.

3
Admin Department / Isn't it about time I become Veteran Admin?
« on: June 22, 2011, 10:49:50 AM »
Wholegrain told me about two months ago that I was a week or so away from becoming Veteran Admin.


I NEED MORE POWER DAMN IT. MORE POWER.

4
Admin Department / Regarding my recent absense.
« on: April 29, 2011, 01:57:20 PM »
I haven't died or disappeared (Though there was a big storm less than an hour drive away that pretty much decimated neighboring towns. About 200 people state-wide died, and something like 300,000 people are without power.) My family and I were fortunate enough to only have a thirty minute power outage and a lack of cable/internet for a day.) My cousin has been visiting and I haven't had access to my computer. I should be back online within the next week or so.

5
Team Fortress 2 / The server will die if we don't populate it.
« on: March 31, 2011, 05:34:32 AM »
We have to do something, guys. It's painful to see an empty server almost any time I decide to start up TF2, and it's a frustrating process to go through my entire friends list and invite everybody I possibly can only for 2-3 people to show up.

Most people seem to really want a "community" to be part of. A server to join every time they start up the game. Sometimes players want to go where everybody knows their names, and they're always glad they came.

We can be that server, we just need to keep it well-stocked. Let's brainstorm and figure out how to fix the server and how to make it populated and keep it that way.

There are a lot of things that I think could be done that would make the server more pallettable to newcomers, but those have all been mentioned in other threads, and I want this thread to be more about populating than making changes.

First thing's first, I think we all need to take measures to invite people to the server. There are 4-5 of us that show up on the server almost daily, and we're always the ones that play for HOURS with just 3v3. I'm asking those of you who don't play TF2 that often, you guys that I see online in Gmod every day, but never on TF2, for the sake of the community, give it a shot, give us some of your time.

Once we have people in the server, then, and this is important, I think every member should make it a mission to invite at least one person to try out the TF2 server and encourage them to do the same.

If every one person manages to get one new person to become semi-regular, then we'll be on the way to having a well-populated server.

Come on, guys. What else can we do? Give me your ideas. Let's put this server in its proper place.

6
I thought it would be a good idea to put all my thoughts into one thread and let everyone voice their opinions on it after having made my case. There are a lot of things I think our server could use to improve its quality, and I'd like to address some of those things without coming off as too elitist or snobby (Just for the record though; I know best, I'm always right, and I know more about TF2 than anybody else, so don't question me.)

I'm aware this is very similar to my last thread, but expanded. Last thread was locked though, and it's just neater and cleaner to make a new one for this stuff.

The Ideal Server:
I believe that a server should create a gameplay experience in sync with what the designers originally had in mind for it. I believe it's our responsibility to uphold the level of balance, enjoyability, and gameplay experience that Valve created when they created TF2. There are a few things that implies though that some of you may not agree with, like all-talk, or a lack there of. That said, I hope you all consider the points I'm making from a serious standpoint and put the integrity of the game at a higher priority than, say, social conversation.

So here are some things that I'd like everyone to consider implementing or changing:

1. Disable random crits:
I'm normally very purist when it comes to the game mechanics. "Valve put respawn times there for a reason." This is the one exception. I have no idea what Valve was thinking when they decided it would be a good idea to create a system where a random factor will reward random and undeserving players for no reason. If you've ever been killed by one hit because of a random crit, I'm sure you felt cheated, and rightfully so. Random crits reward players with kills they didn't earn. They shouldn't be in the game, even if you're a casual player, it still feels shitty to get killed unjustly because of a dice-roll.

So I'd like to suggest we disable random crits on our server. I've never heard an argument that's pro-random crits that makes sense. It's a bad thing that drags down the enjoyability of an otherwise polished and fun game.


2. Respawn time:
I complained about this in the other thread and it went unconsidered. Now that some time has passed, I've heard more and more people agree with me and complain about how short respawn times negatively affect the flow of the game. I'm willing to push for default respawn times for the CG server.

3. Disable All-talk completely:
Maybe it's just me. I've heard a few other complaints, but none as vocal about respawn time, but when we've got a 10v10 game going and most players have a mic, it becomes an extremely abrasive and unpleasant experience. It's worth noting that I'm typically okay with all-talk (As long as team-talk is default, so no mistakes are made.) but in this situation I honestly couldn't get a word in edge-wise. It was non-stop mic-use by 3+ users at a time. It was loud, chaotic, and very unpleasant.

Wholegrain firmly believes that people want to have all-talk turned on so they can socialize with TF2. Considering the default for TF2 is non-all-talk, I think that's an unreasonable conclusion. People know what the norm is when they boot up TF2. Even without all-talk, players can still socialize with their team mates and talk to enemy players by using the non-team chat function.

My proposal for this is to disable the all-talk function that we currently have once 18 or more players are on the server except during the humiliation phase and the set-up phase.

I believe this will still allow an abundance of talking and socialization in a full server without making it such a crowded and loud experience, and when there are fewer players on the server (8v8, for example) we can use all-talk the same as we currently are.

4. Map rotation instead of map voting every round:
This one will probably be a bit controversial. I remember bringing the concept of map rotation up on the TTT server and everybody was pretty adamant about CG being the type of community that "lets the community decide" on things. That works well for TTT since the gameplay experience will be the same regardless of map, but with TF2 the experience changes drastically depending on the type of map being played. Payload and CTF maps will give you very different experiences. In the last week or two, I've noticed that our server plays a lot more Payload than anything else. Were we to create a map rotation, we could sprinkle variety into the gameplay schedule and make it more tolerable for some people. I'm sure you're thinking "But if that's what "the people" want, then that's what they should get." That's great for the 60% of the players that want to play Payload all the time, but what about the 40% that prefer CP or CTF? Make everybody happy by giving the server a dependable variety of gameplay experiences in the form of a map rotation.

If it's that big of a concern, we can work it out so rtv still works if initiated, rather than having to vote EVERY map.

5. Humiliation round:
Right now the humiliation round (The short time period after the round is over where the winning team gets to gloat, invade the other team's locker room, and taunt) is so short you barely have time to taunt. I can't imagine why this is, as the default is longer, so someone had to have made a decision to shorten the time. We need to fix this right away. It's annoying, nobody likes it, etc. Right now it's probably around five seconds. We need 15-20 seconds for the proper humiliation round.

6. Fix the ranking system:
Right now killing someone as a heavy with your minigun will score you one point per kill, while prancing around like a retard and killing someone on accident with the flamethrower as a Pyro will score THREE points. Headshots, arguably one of the most difficult types of kills in the game, gets you one point.

I propose a new system. It's rough around the edges, but I feel like it bases the reward on the amount of risk and skill involved in getting a kill:
Quote
Top Tier (Awards 5+ points)
  • Taunt kills (5 points)
  • Headshot by deflected arrow (10 points)


High Tier (Awards 4 points)

  • Backstabs
  • Deflection kills
  • Headshots
  • Contribution to stage hazards (Airblasted, stunned, etc.)

Mid-high Tier (Awards 3 points)
  • Melee kills
  • Most other weapons (Shotguns, pistols, revolvers, etc.)
  • Destroyed Sentry
  • Sentry kills

Normal Tier (Awards 2 points)
  • Minigun
  • Flamethrower
  • Rockets
  • Grenades
  • Destroyed Dispenser
  • Destroyed Teleporter

7. Rank-rival system
I know it might be difficult to impliment, but it's worth bringing up. It would add some depth and fun to the rank system. Most of us already have our rivals that we're constantly comparing ourselves to. This system would allow you to assign a person the title of your rival, and it would allow you to bring up a comparison window (!rival) that would show your stats side-by-side.

8. Display rank number on scoreboard
Self explanatory. It would be great to just glance at the scoreboard and look at the ranks of everybody playing the game with you. It would feel good to dominate a guy only to look at the scoreboard and see that he's the number one player on the server.

It might not be easy to code. I really don't know, but again, it's worth bringing up.

7
Team Fortress 2 / This is how to make our TF2 server good, and why.
« on: March 06, 2011, 06:04:48 PM »
There's a standard that should be held for TF2 servers, or at least ours, that I feel isn't really being respected so far. These are a few issues that I feel NEED to be reconsidered:

All-talk:
All-talk is horrible for TF2, which is a team-strategy based games. Having all-talk turned on is as bastardizing to gameplay as having no mic-use allowed. Teams HAVE to be able to communicate and create plans without their opponents hearing them. I agree that it's fun to socialize while playing the game, but have All-talk off by default, and if a person WANTS to talk to the other team, then allow them to change it. There's absolutely no reason to have All-talk turned on for a user by default, and doing so means that EVERY PLAYER that plays the game is going to have all-talk turned on, usually without knowing it, and they're going to say something that gives away a strategy or a team-advantage. It's confusing to have some players using all-talk and some not. At some point you're going to have a new player respond (With all-talk) to someone discussing strategy (Without all-talk) all because all-talk is turned on by default. Team Fortress 2 is primarily a competitive FPS and a social instrument second. Allow people to use all-talk, but for God's sake, don't have it turned on by default, otherwise you might as well not even bother.

All-talk (Part two):
When all-talk is enabled, it means dead players can talk to live players. This needs to be disabled 100% of the time no matter what. There are several classes that rely on flanking, ambushing, staying hidden, etc. to be effectively played, and if a dead player can immediately call out the position of a disguised spy, hidden sniper, or ambushing pyro, it immediately foils a big part of those classes. It would be like if you halved the amount of ammo usable for the Heavy's minigun, or nerfed the speed at which rockets are shot. It's unfair to those classes. There's no debating this aspect, being able to talk to the living while dead HAS to be disabled.

Respawn Time:
We need default respawn time. I don't care if there are players who "get bored" during the TWENTY SECONDS MAX it takes to respawn. If our players can patiently spectate for ten minutes in TTT, they can handle default respawn times in TF2. Watch other players and learn a thing or two. Spectating inbetween lives is a great way to gather intelligence and potentially an upper-hand. You may learn where a sentry is hidden thanks to watching your team-mate get killed by it, NOW you know to take the scenic route to the last point. Valve created a game and they put these respawn times in for a reason. You may not know this, but the respawn time adjusts itself mid-game depending on several factors. How well your team is doing, how close the offense is to the goal, etc. They didn't just say "Fuck it, let's just make twenty second respawns just to be dicks." If you're set to respawn for twenty seconds, there's a reason for it.

If I'm playing as a Spy on a CTF map and I'm in the Intel Room (Which is near the spawn-point, for the sake of argument) and I worked really hard to get there, slowly pacing my way, strategically disguising, cloaking, and gathering ammo crates to stay hidden, and I finally make it to the Intel Room. I wait until the perfect moment to strike, and I backstab an Engineer and successfully sap his Sentry, with fast respawn enabled, that Engineer is going to be back in the Intel Room,, knocking my sapper off his sentry and shooting at me before I'm even able to escape.

Does that sound fair?

When the cart is ten feet away from the final point and RED spawns RIGHT NEXT to it in a few seconds, but BLU spawns all the way across the map in the same amount of time, does that sound fair?

Respawn times are there for a reason. They balance the game. By messing with them, lowering them, etc. you might as well be giving RED damage bonuses, or faster walking speed, or any other unfair advantage. Not to mention the fact that fast respawn times promote stalemates because respawn time isn't JUST a punishment for being killed, it's a reward for killing. In that Spy scenario, after I backstab that Engineer, my reward for killing him is that it'll be a while before he respawns.

Ease of access:
You're putting in all kinds of mods that allow for special chat commands, so far I imagine it's pretty confusing for the uninitiated, and it also spams the chat area with annoying messages that you only really need to see once.

My recommendation is to replace all of those announcements with one: "Type !help for a list of available commands." It'll bring up a box showing what players can do:

!bp "Looks at the backpack of your target"
!backpack <Player name> "Looks at the backpack of named player"
!alltalk "Turns on/off the ability to use all-talk"


Get what I'm saying? Of course that last one doesn't work, but it would make it a lot easier than telling players to bind a command to a key. (Of course, they could still bind a key if they wanted, for ease of use. This command would be ideal for newer players, though.)

8
CG Community Suggestions / Conjoint Gaming needs some structure.
« on: February 02, 2011, 09:30:04 PM »
I was thinking about this the other day, and I think it would be really good for us to have unique positions to be filled. I think it would be really good for us to have a Community Coder position, with an official Assistant Coder position. A community mapper, a community graphics guy, etc.

I can't speak for the RP server or any of our other games, but in TTT, having 2-3 maps unique to our server, GOOD maps, would really give us a competitive leg up against other servers.

In fact, since anyone filling these positions would be doing volunteer work, I think it would be a good idea to have a coder for each game mode we use. A coder could focus exclusively on TTT, while another coder could be in charge of the RP server's code.

We could also use this structure for mappers, designers, and anything else. I'm confident if Ducky hadn't been so weighed down by responsibilities for our non-TTT servers, he'd have been less likely to leave, so I think spreading the work load out is essential.

The real question though, is how do we get these coders, mappers, and designers? I'm sure if we asked around, we'd be able to find those willing.

I'm available for design work (Which I've been doing already) and have a plethora of friends from a graphic design forum I frequently socialize on that might be willing to contribute (In fact, one of them recently joined.)

Going to places like mapper forums and advertising that we're looking for a couple of mappers would probably work out. Same with coding.

We've got a great TTT server, and our community is...adequate, I suppose. If we could get some people to play the game, fall in love with our server, and wanting to contribute, I'm sure we could assemble a great CG creative team.

I apologize for how unstructured this post is, I created it on a whim and didn't really bother revising anything.

9
Admin Department / NEW ADMIN USER MANUAL
« on: January 26, 2011, 02:30:07 AM »
First of all, congratulations on your  achievement in being welcomed into one of the coolest and most exclusive clubs on the internet: CG Admins. You may have noticed that if you weren't previously funny, charming, handsome, and intelligent, you are now. That's just one of the many perks of becoming a CG Admin. Don't forget to apply for your free (And exclusive) Texaco Express Tire & Lube Discount Card* after one month of membership.

Now that you're done celebrating, let's get to it!

First, in your console "sm_help 1; sm_help 2; sm_help 3; sm_help 4; sm_help 5; sm_help 6; sm_help 7; sm_help 8"

That will display every possible command you have access to. Copy them and paste them in a notepad document for your own personal reference (I would also recommend using cl1p.net, a browser-based notepad application) Different ranks will yield different amounts of commands. A Head Admin will have access to more commands than a Veteran, Veteran more than a Regular, etc. It wouldn't hurt to read through this list to familiarize yourself with what you're capable of.

Now, you should know that you don't HAVE to type "sm_" for your commands:

sm_ is for use in console (Very handy for binding keys or script writing.) Example: sm_slay name
! is for chat, and will announce your action to everyone. Example: !slay name
/ is for chat, but is anonymous. Your action will remain anonymous Example: /slay name

As an admin, your sweet Utility Belt** will be your /admin command. This will create a visual menu so you can easily select to slay, ban, change map, initiate a vote, etc. all at a few clicks of the mouse. Handy for beginners or those too lazy to memorize commands (This is most handy for changing maps, which requires spelling the map's name perfectly (This can become difficult if you don't recall what type of map it is, or which version it is.)

Name:

When putting in a name, only partial matches are necessary. For example, to slay someone named Johnny, all you would need to type is "/slay joh" You could also go with nearly any portion of his name as long as it only applies to him. If someone else on the server were named "John," then you would have to use whatever portion of his name is exclusive to him. In this case it would be "nny" or "hnn." If you do something that applies to multiple people you'll receive a message and the command won't go through. So don't worry about that.

Time:

The time portion of a command calls for minutes. Any of you can do the math to figure out your goal, but to make things easier, here are the most commonly used amounts of time.

1440 - 1 Day
10080 - 1 Week
0 - Permaban

Banning players:/

To ban players who are on the server: /ban name time reason
Example: /ban Johnny 1440 Being a jerk

To ban players who have already left the server: /addban time steamID reason
Example: /addban 1440 Steam_0:0:0000000 Being a jerk

Teleport:
/bring name (Brings player to wherever you're targetting)
/goto name (Brings you to any player's area)

Of course, you'll also want to make note of the following:

/mute name (Stops mic use)
/gag name (Stops chat use)
/silence name (Simultaneous gag & mute)
/say message (Comments in the chat box that every user can see)
/csay message (Displays your comment in center of every player's screen for about two seconds. Keep it short)
/psay name message (Sends private message to a user)
@message  (Displays message in chat box only admins can see)

To undo most commands, just place "un" in front of the command name. For example:

/unmute name
/ungag name
/unban steamID


Lastly, don't forget to look at our rules and punishment standards, and feel free to ask any questions you might have.




*The Conjoint Gaming community has no affiliation with Texaco
**or Batman

10
Admin Department / We HAVE to work out the ban issue.
« on: January 15, 2011, 07:59:30 AM »
I can't ban. At all. I've tried every format. I've tried with quotation marks, without, I've tried names, steam IDs, everything. Nothing works.

So what does Slyder do when there are blantant trolls fucking shit and dicking about?

He silences them, freezes them, and lets everybody play pinata. That doesn't cut it though at 4am when I'm sleepy, we have a busy server, and there are no other admins.

We had two or three gentlemen (Please check the ban request board if you haven't already) who where RDMing everything in sight while spouting all kinds of offensive nonsense regarding 9/11.

The best I could do was silence them and slay them every round until they left of their own free will. I'm sure if not banned they'll return.

Not to mention the fact that our server for about thirty minutes was a pathetic joke with one admin who couldn't do anything to take control of the situation.

We need to get this issue resolved. I know Kwaurtz has been having his own issues with bans, though not as severe as mine. I didn't want Sourcemod, and I'll be fucked right in my dick if I'm the one that has to get to the bottom of this.

I like Sourcemod, it's given me a lot of nice features we didn't have with Evolve, but do something right or don't do it.

11
Admin Department / Getting tired of talking over everybody?
« on: January 13, 2011, 09:58:56 PM »
Step 1) Open notepad.
Step 2) Paste this:

alias "MuteToggle" "mute1"
alias "mute1" "sm_mute @!me; alias MuteToggle mute2"
alias "mute2" "sm_unmute @all; alias MuteToggle mute1"
bind kp_ins MuteToggle

Step 3) Save it as "autoexec.cfg" in your cfg folder in Garry's Mod.

Congratulations, now you'll be able to mute everyone except yourself by pressing the numpad 0 key, then unmute everybody when you're done with business by pressing the same key.

Change "kp_ins" to whatever key you prefer if you don't want it to be numpad 0. This unbinds whatever was previously bound to the key (For example, I don't think you'll be able to place a camera in sandbox mode that uses the 0 key.)

12
Admin Department / Admin back-up forum
« on: January 05, 2011, 07:26:40 PM »
Please make an account on this forum so if/when this one goes down and stays down for weeks at a time we'll still have an easy and reliable way to communicate with each other and stay in-the-loop.

http://cgadmins.proboards.com

13
Solved Applications / TheSlyder's application*APPROVED*
« on: November 29, 2010, 05:12:55 AM »
I originally had colored all of the "question" parts of the application, but I got logged out and it wouldn't let me post it, so I lost the content. So all you're getting is text. No colors. I'm sorry, but sometimes life just isn't fair.


What server are you applying for:
TTT server.

Were you recommended by an admin? If so state the name:
Whole Wheat asked me the other day if I was interested in becoming Admin. That probably counts.

In game name:
TheSlyder

Link to your steam page:
http://steamcommunity.com/id/theslyder

Steam ID:
STEAM_0:0:16517077

Do you have past admin experience:
Nope, but this one time in elementary school I was assigned group leader of my four-person group. That's pretty much the same thing.

What are some good qualities you possess:
Strong sense of justice/fairness, friendly, power-hungry level-headed, I always put the toilet seat back down.

What country are you from:
United States

Age:
25

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I've been playing on the server for a few weeks now, and I figure it certainly wouldn't hurt to have another admin to increase the odds of somebody to take care of RDMing and other disputes, right?

14
The Art Forum / One might consider Gmod pictures an art.
« on: November 15, 2010, 11:01:24 PM »
At least when you introduce photo manipulation into the mix. This is a fairly new hobby of mine and I'd love to hear your opinions on my pictures:

http://img820.imageshack.us/img820/2008/metroidgmod2.jpg
http://img59.imageshack.us/img59/9162/metroidprogress.jpg

http://img253.imageshack.us/img253/2636/zelda1u.jpg
http://img143.imageshack.us/img143/4748/zelda1progress.jpg

...and this is my latest, and in my opinion best one so far:

http://img819.imageshack.us/img819/904/lozms2.jpg

(Pre Photoshop)
http://img295.imageshack.us/img295/7180/gmflatgrass0008.jpg

Please tell me what you think, and critiques are very welcome.

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