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JJ2+ (Updated June 30, 2010)

blurredd

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Apr 20, 2009, 04:22 AM
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Quote:
Originally Posted by Troglobite View Post
The new cheat prevention is really cool, but has some flaws. For example, if you switch the gamemode to coop or single player, you obviously keep weapons from one level to the next. But online, the cheat prevention doens;t allow you to use them if the weapons don't exist in the next level.
I forgot about the whole saving weapons deal, though Single Player should be fine. In the readme, I didn't mention any caveats for Single Player in the April 9th release, but I did for the April 10th release. I purposely allow all players to use weapons attained from JJ cheats, though I could disallow it. I'm likely to change it so that Coop uses similar lax checks as Single Player.

One thing I didn't mention is that if a player gets an illegal weapon during Single Player and the game mode is switched to something else, that player risks getting banned if the weapon is used. I'll probably change this eventually.
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Apr 20, 2009, 07:46 AM
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Blur, is there a way to edit the punishment policy in jj2+ eg. how many times you want a player kicked for cheating before finally getting banned?
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Apr 20, 2009, 10:21 AM
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Quote:
Originally Posted by Cpp View Post
Blur, is there a way to edit the punishment policy in jj2+ eg. how many times you want a player kicked for cheating before finally getting banned?
Why? Do you want no tolerance for cheaters? I'm all for less tolerance for cheaters. I've been considering implementing such an option a long time ago but I figured most people aren't going to need it. Also, it technically doesn't always kick players when they cheat. In fact, they aren't even told they were caught cheating. This will be changed when I eventually implement kick messages.

Quote:
Originally Posted by Hunter View Post
Can players be made unable to use illegal weapons instead of getting banned for shooting them?
I'm not really in favor of not banning cheaters who are obviously cheating, but I will at least change my policy so that players who use unauthorized weapons are always kicked immediately, which I should've been doing in the first place. By the way, players with the latest JJ2+ version already can't shoot illegal weapons.

Quote:
Originally Posted by Hunter View Post
Also, can jjshield, when used in singleplayer that is hosted online, skip the laser shield?
This can be done for JJ2+ users with the next release, and I can just ignore laser shield shots for everyone else.
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Old Apr 20, 2009, 12:06 PM
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Cpp

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Apr 21, 2009, 09:14 AM
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Quote:
Originally Posted by BlurredD View Post
Why? Do you want no tolerance for cheaters? I'm all for less tolerance for cheaters. I've been considering implementing such an option a long time ago but I figured most people aren't going to need it. Also, it technically doesn't always kick players when they cheat. In fact, they aren't even told they were caught cheating. This will be changed when I eventually implement kick messages.
I'm not talking about cheaters only. Suppose you have an arsehole in your server who is continuously spamming the chat with repeated messages. Now you probably wouldn't want to ban such user for this mild offense, but instead you'd want to send him a warning to stop... sort of like how the kick idlers works. Then if he continues to spam, give him a kick and next a ban.
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Apr 21, 2009, 06:24 PM
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I'd rather have a kick as the first warning. Most players probably realize spamming chat is annoying. I will be handling chat spamming differently from cheating by the way. I also plan on implementing timed bans sooner or later.

Quote:
Originally Posted by Hunter View Post
In my opinion, if people just can't cheat, there's no need to ban them. They'll either have to play fair or quit the game themselves. Maybe give people who host the power to choose what penalties are there for cheating in their servers? I don't know whether it is worth the effort.
My impression is cheaters should be banned as a form of determent and to get griefers who have no intention of playing fair out of the server as soon as possible. I don't think it's worth the effort to allow people to choose what counts as cheating as it would be just another feature no one uses. But I may consider an option for disabling bans for cheating if people really want it.

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Originally Posted by Hunter View Post
By the way, is there a way to fix the laser shield? Or is there no point of doing that?
If you mean lasers used in MCE/SCE events, then they have the same problems as other weapon MCE/SCE events. They will cause players (particularly those without JJ2+) to crash for Battle and CTF mode. If you mean lasers used by players, it has similar issues with laser MCEs, plus it's a bad idea having such an excessively powerful shield available. It would be pretty annoying getting killed by someone from across the entire level.
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Apr 22, 2009, 01:15 AM
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You should make it so the gem counter doesn't disappear after 100. Would be good for treasure and single player. There's no good reason for it to vanish.
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Apr 22, 2009, 04:42 PM
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Well, other than a persistent reminder of what could have been. Anyway, yeah, I can make the fix.
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Apr 22, 2009, 08:42 PM
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Quote:
Originally Posted by BlurredD View Post
Well, other than a persistent reminder of what could have been.
Haha. Well, there is always the option of making 100 gems = an extra life, but then people would wind up with like 50 lives.
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Apr 22, 2009, 11:58 PM
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Make it 1000 gems is an extra life

If u set the counter to FF FF in hex, can it then tell the gems until 255x255=65025?? That would be enough
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Apr 23, 2009, 03:32 AM
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If you're calculating the maximum number for an unsigned short integer then it is 256 * 256 - 1 = 65535. I think most of the variables in jj2 are defined as (32 bit signed) integers, which makes up to 4294967296 different numbers (2147483648 being negative).
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Apr 23, 2009, 06:28 AM
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Quote:
Originally Posted by Cpp View Post
If you're calculating the maximum number for an unsigned short integer then it is 256 * 256 - 1 = 65535. I think most of the variables in jj2 are defined as (32 bit signed) integers, which makes up to 4294967296 different numbers (2147483648 being negative).
my head a splode

If the gem counter fix is made, could the gem counter also tell how many gem rings and super gems you've found/shot? Or does JJ2 simply add those as Red Gems, not per sort of event?
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Apr 23, 2009, 08:04 AM
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Giving seperate counters for different colours of gems would be nice too. That would finally give the purple gem this long awaited third difference with red (1: it's purple, 2: it's got a different event numer and 3: it's got its own counter). Levels could actually use different kinds of gems the same way as coins are used. Just need a setting of some kind to turn on this functionality for the level.
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Apr 23, 2009, 06:51 PM
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Quote:
Originally Posted by Jerrythabest View Post
Giving seperate counters for different colours of gems would be nice too. That would finally give the purple gem this long awaited third difference with red (1: it's purple, 2: it's got a different event numer and 3: it's got its own counter). Levels could actually use different kinds of gems the same way as coins are used. Just need a setting of some kind to turn on this functionality for the level.
Um jj2 already does this, it just disappears after your total reaches 100.
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Apr 24, 2009, 11:03 PM
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not sure if this has been asked, but is there any chance this stuff can get ported to TSF? having MP3 support would be cool in there...

Also, regarding lasers - Can the combo event lasers still work? I know of a couple of ground-force levels that use them, and it would be a shame to lose their function.
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Apr 24, 2009, 11:53 PM
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I feel that I should know this, but does Plus work on the JJ2 demo? If not, might it be wise for us to create a JJ2+ based demo package and release it online?

I am not sure what the legal implications of that would be, but it might be a good way to spark interest in the community.
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Apr 25, 2009, 12:49 AM
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Quote:
Originally Posted by Puffie40 View Post
Also, regarding lasers - Can the combo event lasers still work? I know of a couple of ground-force levels that use them, and it would be a shame to lose their function.
MCE and SCE lasers still work. I only block lasers shot by players.

I've gone out of my way to preserve the broken functionality of MCEs ever since the Carrotade days, though now I have the capability to surpass this system. What's holding me back is 1.) I don't have a clear idea of how to do this that goes beyond cheap hacks with Area ID events and/or help strings, and 2.) I'd much rather replicate the functionality through some sort of new JCS program (though the current JCS+ project isn't showing much progress as far as I can tell) and a new .j2l format.

Quote:
Originally Posted by Black Ninja View Post
I feel that I should know this, but does Plus work on the JJ2 demo? If not, might it be wise for us to create a JJ2+ based demo package and release it online?

I am not sure what the legal implications of that would be, but it might be a good way to spark interest in the community.
As useful as a JJ2+ demo might be, I'm leaning towards it not being worth the effort. I barely want to work on two versions of JJ2 as it is, which is also a constant reminder of how the community is still divided. Making videos and screenshots and posting them outside the JJ2 community would probably be a better investment of time. And then there's the scripting features I intend to add eventually...
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Apr 25, 2009, 04:54 AM
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I know this is random and might have been suggested before but:

Is there any chance of pausing respawn times? I know it can be annoying when in 3v3s or whatever, the game is paused, then we all wait for about 40 seconds, and everything's respawned as soon as the person's back, possibly providing an unfair advantage.

Although I do not care for this change, someone else suggested it and I can imagine others appreciating it too. Is there a way of allowing swaps to enable players to keep their ammo that they may have gathered beforehand? Not all swaps, maybe just a command that can turn the feature on or off?

Is there also a way of resetting players' fastfire speed? It may be unfair also if we cycle and someone has full fast fire, especially in say, a race [where they cant die], or levels with fastfires, followed by those without. [though this is really minor and probably isnt such a big deal]

Another thing, in response to the new change of flag colour messages. Make the "Has captured the flag messages" correspond to your team colour, but the "has lost the flag" in the opposite team colour. So it shows the beneficial stuff in your team colour and the negative stuff in their colour. If possible. ;o

Last edited by Ragnarok!; Apr 25, 2009 at 09:51 AM.
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Apr 25, 2009, 04:51 PM
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Quote:
Originally Posted by Ragnarok View Post
Is there any chance of pausing respawn times? I know it can be annoying when in 3v3s or whatever, the game is paused, then we all wait for about 40 seconds, and everything's respawned as soon as the person's back, possibly providing an unfair advantage.
I almost did this, and it's the reason while I created the "/spawnobjects" command. I changed my mind when I considered some people (for example, you) would want to keep the original behavior for respawning objects. Now that I've thought about it, I can have this new behavior when command "/nomovement" is enabled.

Quote:
Originally Posted by Ragnarok View Post
Although I do not care for this change, someone else suggested it and I can imagine others appreciating it too. Is there a way of allowing swaps to enable players to keep their ammo that they may have gathered beforehand? Not all swaps, maybe just a command that can turn the feature on or off?
I'll consider it, but I'll probably end up making no changes.

Quote:
Originally Posted by Ragnarok View Post
Is there also a way of resetting players' fastfire speed? It may be unfair also if we cycle and someone has full fast fire, especially in say, a race [where they cant die], or levels with fastfires, followed by those without. [though this is really minor and probably isnt such a big deal]
I have no problem with always resetting fast fire speeds after every level, assuming a lot of people don't reject this idea. It can only be a local fix though. I may do the same with food. I could use feedback for these proposals.

Quote:
Originally Posted by Ragnarok View Post
Another thing, in response to the new change of flag colour messages. Make the "Has captured the flag messages" correspond to your team colour, but the "has lost the flag" in the opposite team colour. So it shows the beneficial stuff in your team colour and the negative stuff in their colour. If possible.
Maybe.
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Apr 26, 2009, 12:54 AM
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To be honest, I'd prefer if fastfire was not reset after each level; at least in gametypes where you can die. I've always thought of it sort of as a sign of skill; if you haven't died for long enough that you've amassed a huge amount of fastfire, good for you. However, in gametypes such as race and treasure, I'd be all for the resetting of fastfire (and food) between levels.
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Apr 26, 2009, 03:00 AM
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Yeah I think thats kinda the point I was fully driving at, in the middle of the post I kept changing stuff after and I probably lost the meaning. xP

Well, do it with treasure. ;o
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Apr 26, 2009, 09:14 AM
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When press left arrow or right arrow in ESC-menu and you're spectating, the spectator switch what player you are spectating at. Plz fix it.

And, also, add more JJ2+ commands to the TCP packages, would be cool if it's more than Start health, Max health, plusOnly, noMovement, noBlink and friendlyFire. noShields, game is stopped/started etc. would be great!
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Apr 26, 2009, 09:36 AM
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Quote:
Originally Posted by DJazz View Post
When press left arrow or right arrow in ESC-menu and you're spectating, the spectator switch what player you are spectating at. Plz fix it.
I don't find this much of a big deal since I don't really spectate that much. It hasn't been bothering me.
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Apr 26, 2009, 10:03 AM
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Quote:
Originally Posted by Black Ninja View Post
To be honest, I'd prefer if fastfire was not reset after each level; at least in gametypes where you can die. I've always thought of it sort of as a sign of skill; if you haven't died for long enough that you've amassed a huge amount of fastfire, good for you. However, in gametypes such as race and treasure, I'd be all for the resetting of fastfire (and food) between levels.
I Agree. The fastfire building has always been a sign of skill when im playing with my friends. As for other modes RACe and Treasure ive never seen one using food or fastfire so it doesnt bug me.

Last edited by plunK; Apr 29, 2009 at 04:07 PM.
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If you really need to have a "fair game", you can just type "/k all" at the beginning. This will kill everyone and I think it will reset fastfires.
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Apr 27, 2009, 08:36 AM
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Quote:
Originally Posted by EvilMike View Post
If you really need to have a "fair game", you can just type "/k all" at the beginning. This will kill everyone and I think it will reset fastfires.
The best option
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Old Apr 27, 2009, 09:53 AM
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[though this is really minor and probably isnt such a big deal]
;o!
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Apr 27, 2009, 10:37 AM
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plus it's a bad idea having such an excessively powerful shield available. It would be pretty annoying getting killed by someone from across the entire level.
So fix it so that it only travels as far as the line of sight allows it and doesn't go through masked terrain
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Apr 27, 2009, 02:14 PM
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Hehe just a random DYK...


The laser shield's laser gets visibly wider after each so many tiles (soon enough it fills the whole screen), although the effective part stays the same 1-tile-high beam. Just try it in splitscreen and you'll see it really does grow at some distance.
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Apr 27, 2009, 09:28 PM
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Just because you have fast fire from the previous level, it doesn't mean it took you any skill to get or keep it. In addition, not all levels use fast fire so you could effectively be using a powerup not available in the level. And good players have enough advantages as it is. They don't need to be rewarded even more.

There's a slight chance that I will go ahead and reset food and fast fire after every level and just say bad luck to those who wanted otherwise.

Quote:
Originally Posted by DJazz View Post
When press left arrow or right arrow in ESC-menu and you're spectating, the spectator switch what player you are spectating at. Plz fix it.
I'll see what I can do, though I may not make the fix right away if it isn't easy to do.

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Originally Posted by DJazz View Post
And, also, add more JJ2+ commands to the TCP packages, would be cool if it's more than Start health, Max health, plusOnly, noMovement, noBlink and friendlyFire. noShields, game is stopped/started etc. would be great!
I plan on creating a new method for sending this info to clients, but probably not any time soon.

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Probably eventually.
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Apr 28, 2009, 03:35 AM
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Don't forget to exclude single player and co-op mode from the resetting on level load.


And i'd like to see: Ability to use commands in offline games (or have it clearly explained if this is already possible)
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And i'd like to see: Ability to use commands in offline games (or have it clearly explained if this is already possible)
Yes. Please implement this if possible, or explain if already possible.
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I have no intention on adding support for commands in offline games at the moment. Nearly all of the commands are useless offline, and the few that are useful don't need to be used often. If you need to change a setting before playing a Single Player level, I would suggest editing plus.ini beforehand. If you want to play a custom mode (or CTF, Treasure, and Battle for that matter) offline, use LAN.
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Apr 29, 2009, 11:32 AM
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May I request a new game type? Rocket arena!
Though I am unsure whether this should be team-based or free for all, but the point is that all pickups (ammo, health, powerups, etc) get removed from the level and all players are given a fixed amount of resources (always random per game). You get only *this* much ammo, now use it in any way you can to eliminate the opposition.

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Rocket Arena is very similar to standard deathmatch, in that players battle it out against each other for survival. The major differences are that the players all start with identical resources (including weapons, ammunition, health, and armor) and that all resources are removed from the map (preventing players from improving their condition). These two conditions focus the gameplay towards fighting and away from more traditional deathmatch techniques that involve resource domination.

Each Rocket Arena game contains one or more rounds. Each round begins by spawning players randomly throughout the map, or arena. Once a player is fragged, he or she is removed from play, and allowed to spectate. When one team has no more players in the arena, the other team wins the round and the next round begins. The team that wins the most rounds, wins the game. Games are played continuously.
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Apr 29, 2009, 12:37 PM
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a 2v2 DDing sounds fun (That was no sarcasm)
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May I request a new game type? Rocket arena!
Though I am unsure whether this should be team-based or free for all, but the point is that all pickups (ammo, health, powerups, etc) get removed from the level and all players are given a fixed amount of resources (always random per game). You get only *this* much ammo, now use it in any way you can to eliminate the opposition.
Yes.
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I suspect that's completely possible in JCS without any coding trickery.
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Jerrythabest

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Apr 30, 2009, 12:59 PM
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But as it's a custom gametype it must be added to JJ2+. For when the JJ2+ server lists come.
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DanZeal

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Apr 30, 2009, 01:29 PM
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I support this gamemode. Especially if there will be a way to limit or disable the blaster. That will open up for other gamemodes like sniper (pepper) arena.
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Cpp

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Apr 30, 2009, 02:57 PM
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Quote:
Originally Posted by Daniel zeal View Post
I support this gamemode. Especially if there will be a way to limit or disable the blaster. That will open up for other gamemodes like sniper (pepper) arena.
You mean the "arena" modification? Such as there's only one weapon with unlimited ammo available, but it's not necessarily blaster.
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