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7ime

Gametype
Mythic Slayer Gametypes [V1.50]

299 posts in this topic

Well here they are, the latest versions of my Mythic/Bonus Slayer gametypes for Halo: Reach.

SvE Mythic Slayer; Spartans vs. Elites; V1.50 Kilo
Sparty Mythic Slayer; Spartans Only; V1.50 Lima
Covy Mythic Slayer; Elites Only; V1.50 Lima

If you prefer CON files, you can find them here; courtesy of FreedTerror; need to be rehashed and resigned to a profile

 

Videos:

Spoiler

Tutorials by Mike WB

 

I will also say that this guy, although in French, has some pretty clever tricks:  izX ExTasiie Xz & how to download too.

He's got several videos mixed in with non-gametype mods so you'll have to look through.

 


ScreenshotSmallBanshee.jpgScreenshotGaussTurret.jpgSpartanTank.jpgScreenshot.jpgScreenshot.jpgScreenshotFalconTank.jpg

 

 

GameType Features:

Spoiler


Features:
Spawn Option;
spawn in a vehicle or as a Monitor
Player Scale Option;
determines the player's size, only available in V1.25 and greater

also changes the size of weapons in players hands in V1.50 and later
Invincibility Option;
can't die, won't die
Biped Kill Points Option;
determine points awarded for killing objects labeled "biped;" only in V1.29 and earlier
Bro Spawning Option;
determines if bro spawning is enabled, spawn on teammates; only in V1.30 and later
trait_zone Filter;
choose a spawn sequence of 0 or 1 and 2 in V1.32 and later, choose traits in gametype options, can apply to weapons and armor abilities without a zone in V1.32, note that armor abilities automatically have a zone even if it is set to none; you must select a shape and then set all parameters to zero
attach_base Filter;
the base object when attaching objects

negative spawn sequences attach everything excluding spartans, elites, and monitors that are within it's boundary, less than negative 50 will also attach spartans, elites, and monitors; only in V1.32 and later
attachment Filter;
the object that will be attached to the base object with the same spawn sequence, based on the absolute value in V1.32 and later

negative spawn sequences allow you to fire the vehicle, less than negative 50 hides the vehicles body; should only be used on scorpions, wraiths, and revenants; only in V1.32 and later; also use on Warthogs and Shade turrets in V1.50

if the spawn sequence is greater than or equal to 75 you will also be able to enter the attached vehicle; expect connection advantages, you've been warned.

scale Filter;
scales objects by increments of ten, any spawn sequence works. Works on objects with normal physics or other objects once they are destroyed and respawn.  updated in V1.31 and V1.32
set the boundary and anything with in it will change size, only available in V1.26 and greater
civilian Filter;
removes things such as turrets from vehicles; positive spawn sequences only, in V1.30 and greater
disables vehicles' ability to shoot weapons; negative spawn sequences, only in V1.30 and greater
harmless Filter;
disables vehicles' ability to shoot weapons; only in versions earlier than 1.30, moved under civilian in later versions
spawner Filter;
spawns various objects;
spawn sequences:

Spoiler
_______
V1.50
_______
-1 through -6 various spartans
-7 through -12 various elites
-13 monitor
-14 spawns a spartan with a scorpion turret
-15 spawns an elite with a wraith turret
-16 spawns a spartan with a falcon turret
-17 spawns an elite with a revenant turret
-18 spawns a monitor with a scorpion turret
-19 spawns a monitor with a wraith turret
-20 spawns a monitor with a falcon turret
-21 spawns a monitor with a revenant turret
if the base object has a boundary and the player is within that boundary as a monitor, the player will take control of the spartan or elite
if the base object has a boundary and the player is within that boundary as a spartan or elite, the player will take control of the monitor
base object attaches to spawned object
_______
-22 spartan with skull, awards points based on teams, waypoint
-23 elite with skull, awards points based on teams, waypoint
-24 monitor with skull, awards points based on teams, waypoint
-25 spartan with flag, awards points based on teams, no waypoint
-26 elite with flag, awards points based on teams, no waypoint
-27 monitor with flag, awards points based on teams, no waypoint
awards one point if the player is not on the base object's team
subtracts one point if the player is on the base object's team
_______
-28 invisible cube of derek, fire
-29 larger invisible cube of derek, fire, attaches to base object, anything within the base object's boundary will take damage
-30 alarm sound 1; attaches to base object
-31 alarm sound 2; attaches to base object
-32 spawns a blinking light and alarm sound when entering the zone, attaches to base object
-33 spawns a blinking light and alarm sound when entering the zone, attaches to base object
-34 spawns and destroys a bomb when an enemy enters the zone
-35 pelican on Spire only; phantom on Boneyard and Breakpoint only
-36 longsword on Boneyard only without collisions; target locator on Anchor 9 only; pelican attached to a mini falcon on Spire only
-37 covy power module stand on Spire, data core laser safe on Boneyard, weapon supply pod on Anchor 9
-38 activates lights and sounds on Breakpoint
-39 rotates everything not within its boundary to the same rotation as the base object, includes the skybox
_______
0 flag
1 bomb
2 ball, flaming skull
3 UNSC data core
4 Covenant power module
 
5 detached machinegun turret
6 detached plasma turret
7 left grenadier turret from falcon
8 right grenadier turret from falcon
9 warthog machinegun turret
10 warthog rocket turret
11 warthog gauss turret, can't turn
12 scorpion machinegun turret, infantry, can't turn
13 wraith plasma turret, infantry, can't turn
14 troop hog
15 falcon with front turret
_______
16 anti air shade turret
17 fuel rod shade turret
18 grenadier falcon
19 grenadier warthog
20 custom vehicle, warthog with plasma shade turret
21 custom vehicle, warthog with anti air shade turret
22 custom vehicle, warthog with flak shade turret
23 custom vehicle, falcon with plasma shade turret
24 custom vehicle, falcon with anti air shade turret
25 custom vehicle, falcon with flak shade turret
26 custom vehicle, falcon with warthog machinegun turret
27 custom vehicle, falcon with warthog rocket turret
28 custom vehicle, falcon with warthog gauss turret
shade turrets work on Forge World, Ridgeline, and possibly other maps
_______
29 custom vehicle, Falcon with Scorpion turret
30 custom vehicle, Falcon with Wraith turret
31 custom vehicle, Warthog with Scorpion turret
32 custom vehicle, Warthog with Wraith turret
33 custom vehicle, Revenant with Scorpion turret
34 custom vehicle, Revenant with Wraith turret
35 custom vehicle, Mongoose with Falcon turret
36 custom vehicle, Mongoose with Revenant turret
_______
37 ultra small Scorpion turret and red light
38 ultra small Wraith turret and blue light
39 ultra small Falcon turret and green light
40 ultra small Revenant turret and orange light
attaches to base object, suggested for vehicles, allows you to fire the turret from the base object if a vehicle
_______
all spawned objects will have the same team as the base object
_______

 

Spoiler

_______

legacy purposes only

_______
-1 through -6 various spartans, with the biped label in V1.29 and earlier
-7 through -12 various elites, with the biped label in V1.29 and earlier
if the spawner object has a boundary and the player is within that boundary as a monitor, the player will take control of the spartan or elite, only in V1.28 and later
-13 monitor, with the biped label
if the spawner object has a boundary and the player is within that boundary as a spartan or elite, the player will take control of the monitor, only in V1.28 and later
-14 invisible cube of derek, fire
-15 pelican, Spire only, only in V1.27 and later
-16 phantom, Boneyard and Breakpoint only, only in V1.27 and later; moved to -15 in V1.33
-17 longsword, Boneyard only, no collisions, only in V1.27 and later; moved to -16 in V1.33
-18 larger invisible cube of derek (fire) that attaches to the object that it spawns on, anything within the spawner object's boundary will take damage, only in V1.28 and later
-19 elite with flag, doesn't respawn, only in V1.28 and later; automatically awards points based on player species in V1.30 and later
-20 spartan with flag, doesn't respawn, only in V1.28 and later; automatically awards points based on player species in V1.30 and later
-21 monitor with flag, doesn't respawn, automatically awards points based on player species in V1.30 and later
-22 elite with skull, respawns, automatically awards points based on player species; only in V1.30 and later
-23 spartan with skull, respawns, automatically awards points based on player species; only in V1.30 and later
-24 monitor with skull, respawns, automatically awards points based on player species; only in V1.30 and later
-25 alarm sound 1; only in V1.30 and later, attaches to object with label in V1.32
-26 alarm sound 2; only in V1.30 and later, attaches to object with label in V1.32

-27 spawns a blinking light and alarm sound when entering the zone; only in V1.31 and later, attaches in V1.32

-28 spawns a blinking light and alarm sound when entering the zone; only in V1.31 and later, attaches in V1.32

-29 spawns an elite that will instantly die; only in V1.31 and later

-30 spawns a spartan that will instantly die; only in V1.31 and later

-31 spawns a monitor that will instantly die; only in V1.31 and later

-32 spawns and destroys a bomb when an enemy enters the zone; only in V1.31 and later

-33 spawns a spartan with a scorpion turret; only in V1.32 and later

-34 spawns an elite with a wraith turret; only in V1.32 and later

-35 spawns a spartan with a falcon turret; only in V1.32 and later

-36 spawns an elite with a revenant turret; only in V1.32 and later

-37 spawns a monitor with a scorpion turret; only in V1.32 and later

-38 spawns a monitor with a wraith turret; only in V1.32 and later

-39 spawns a monitor with a falcon turret; only in V1.32 and later

-40 spawns a monitor with a revenant turret; only in V1.32 and later

-41 attaches everything not within it's boundary to this object, includes the skybox; only in V1.32 and later

-42 likely does nothing right now but who knows

-43 activates lights and sounds on Breakpoint; only in V1.32 and later

0 troop hog
1 falcon with front turret
2 detached machinegun turret
3 detached plasma turret
4 flag
5 bomb
6 ball, flaming skull
7 UNSC data core
8 Covenant power module
9 left grenadier turret from falcon
10 right grenadier turret from falcon
11 warthog machinegun turret
12 warthog rocket turret
13 warthog gauss turret, can't turn
14 scorpion machinegun turret, infantry, can't turn
15 wraith plasma turret, infantry, can't turn
16 anti air shade turret, only tested on Forge World, rotates in V1.29 and up!
17 fuel rod shade turret, only tested on Forge Wold, rotates in V1.29 and up!
18 target locator, only on Anchor 9, only in V1.28 and later
19 glitchy pelican that should attach to a falcon for a short time, only in V1.28 and later
20 custom vehicle, warthog with plasma shade turret; only tested on Forge World, only in V1.29 and later
21 custom vehicle, warthog with anti air shade turret; only tested on Forge World, only in V1.29 and later
22 custom vehicle, warthog with flak shade turret; only tested on Forge World, only in V1.29 and later

23 custom vehicle, falcon with plasma shade turret; only tested on Forge World, only in V1.31 and later

24 custom vehicle, falcon with anti air shade turret; only tested on Forge World, only in V1.31 and later

25 custom vehicle, falcon with flak shade turret; only tested on Forge World, only in V1.31 and later

26 custom vehicle, falcon with scorpion turret; only in V1.31 and later

27 custom vehicle, falcon with wraith turret; only in V1.31 and later

28 custom vehicle, warthog with scorpion turret; only in V1.31 and later

29 custom vehicle, warthog with wraith turret; only in V1.31 and later

30 custom vehicle, revenant with scorpion turret; only in V1.31 and later

31 custom vehicle, revenant with wraith turret; only in V1.31 and later

32 custom vehicle, mongoose with revenant turret; only in V1.31 and later

33 custom vehicle, ghost with revenant turret; only in V1.31 and later

34 ultra small scorpion turret that attaches to whatever object is labeled spawner, suggested for vehicles; only in V1.31 and later

35 ultra small wraith turret that attaches to whatever object is labeled spawner, suggested for vehicles; only in V1.31 and later

36 ultra small revenant turret that attaches to whatever object is labeled spawned, suggested for vehicles; only in V1.32 and later

37 ultra small falcon turret that attaches to whatever object is labeled spawned, suggested for vehicles; only in V1.32 and later

 


award_points Filter; 

biped Filter prior to V1.32;
awards points for the destruction of the object, explosives do not work

awards points based on spawn sequences; only in V1.30 and later

zones will award points to players within the zones in V1.32

spawn sequence of 0 will end the game upon destruction or the entering of the zone in V1.32
health Filter;
modifies the health/shields of an object by increments of ten, any spawn sequence works

a spawn sequence less than -10 kills the object instantly

a spawn sequence of -10 will allow players to pass through invisible boundaries if they walk through the boundary of the object, only use on objects that actually have health, do not use with other players, only in V1.33
set the boundary and anything with in it will change health/shield momentarily or instantly die, only available in V1.30 and greater

updated in V1.32
vincibility_zone Filter;
when invincibility is enabled, creates a zone where you can die; updated in V1.31

if the spawn sequence is negative it will make objects invincible for the rest of the game; only in V1.31 and later
detach_zone Filter;
detaches objects within the zone,
if the spawn sequence is 0 it will detach everything
if the spawn sequence is 1 it will detach everything labeled attachment
if the spawn sequence is 2 it will drop the player's weapons, only in V1.26 and greater

if the spawn sequence is 3 it will drop and delete the weapons of bipeds spawned between -1 and -13, only in V1.33

if the spawn sequence is 4 it will change the team of objects based on the object's team, only in V1.33

if the spawn sequence is 5 it will change the team of objects to none, object must match teams, only in V1.33; doesn't actually work?

if the spawn sequence is 6 it will hide the boundary of all objects within its boundary, only in V1.33

if the spawn sequence is 7 it will shrink everyone's primary gun.

if the spawn sequence is -1 it will detach everything not belonging to a player
if the spawn sequence is -2 it will turn the player into a monitor, only in V1.27 and greater

if the spawn sequence is -3 it will turn the player into a monitor with a Scorpion turret, only in V1.33

if the spawn sequence is -4 it will turn the player into a monitor with a Wraith turret, only in V1.33

if the spawn sequence is -5 it will turn the player into a monitor with a Falcon turret, only in V1.33

if the spawn sequence is -6 it will turn the player into a monitor with a Revenant turret, only V1.33

if the spawn sequence is -7 the base object will attach to the player; prop hunt anyone? only in V1.50
lift Filter;
works like a zone, needs a boundary, only in V1.27 and greater
if the spawn sequence is 0 it will push up players only
if the spawn sequence is 1 it will push up all objects excluding the object itself

if the spawn sequence is 2 it will push up all objects including the object itself

if the spawn sequence is 3 it will rotate the object by 90 degrees when a player enters the zone; only in V1.32

if the spawn sequence is 4 the object will continually rotate by 90 degree about the y-axis; only in V1.32
if the spawn sequence is -1 it will push up the object with the label; only in V1.28 and greater

if the spawn sequence is -2 it will push up the object when a player is within the boundary; only in V1.32

if the spawn sequence is -3 it will make the object seemingly disappear when a player enters the zone, use on movable objects; only in V1.32

if the spawn sequence is -4 it will make the object seemingly appear when a player enters the zone, use on movable objects; only in V1.33

if the spawn sequence is -5 it will make the object seemingly disappear when a player enters the zone, use on non-movable objects; only in V1.33

if the spawn sequence is -6 it will make the object seemingly appear when a player enters the zone, use on non-movable objects; only in V1.33

if the spawn sequence is greater than 6, its object at the equivalent negative spawn sequence will have the same rotation; only in V1.33

if the spawn sequence is greater than 24, its object at the equivalent negative spawn sequence will have the same rotation only on the x-axis; only in V1.33
bro_spawn_loc Filter;
provides a spawn location choice if the user option permits; only in V1.30 and later

team_ffa;

a negative spawn sequence means it will only show up in free for all

a positive spawn sequence means it will only show up in team matches

switch;
Does not work on explosives.
if the spawn sequence is negative it will have a waypoint and will spawn a fusion coil contraption to blow up.
switch_door;
when an object with the switch label is destroyed and has a spawn sequence with the same absolute value;
a positive spawn sequence will disappear. It will explode if less than 50.
a negative spawn sequence will appear.
a spawn sequence of negative 50 or less will disappear the next time the switch is destroyed
a spawn sequence of positive 50 or more will reappear the next time the switch is destroyed

if you set a boundary on a vehicle, players within the vehicle will see its health; only in V1.30, only works when playing by yourself and therefore pointless.  Tried to fix it, broke it.

 

Post on latest changes.

 

No more features will, nor can, be added.  This would be because I have hit the limit on conditions as well as actions.  Thanks for your interest.

 

Please be aware that it is safe to say that if an object hasn't already been added to the gametype then it can't be;

       this includes flyable Phantoms, Longswords, and Mac Cannons.

It is also worth noting that AI cannot be added, this includes everything from ODSTs to Hunters and Grunts.

Weather and weapon/vehicle tuning are also impossible things to achieve.

It's also safe to say that any forum topic around here that has the blue .map preceding the title is not possible to achieve in a gametype.

 

 

For a gametype ready to play on any map check out Weapon Wielders and Strife.

Also check out Mythic Infection.

Edited by 7ime

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Mind sharing the XML? Would like to learn things off your code.

My code is not commented and probably kind of embarrassing.   :blush:

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Mind sharing the XML? Would like to learn things off your code.

Since it's not commented you can just decompile it and get the same output.

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Are you going to put pelicans in forge? Coz I've heard rumors that your close at getting them there.

 

And sorry, in forge there's also a migration filter. What's that supposed to do?

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I don't know if you're referring to Pelicans on Forge World or not, but if you are, a real Pelican will never be on Forge World through gametype modding.  It is however already in the gametype on Spire only; a spawn sequence of -15 should spawn a Pelican that you can not get into.  There is however another spawn sequence which attaches a Pelican to a Falcon to give the appearance of flying a Pelican.  This number is not public however because of a tendency for the Pelican to randomly detach.

 

Thanks for your interest.

 

 

Oh and migration is more for backend stuff and it is highly likely that you'll never notice anything if you set the object label to it.

Edited by 7ime

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Ohh okay I get it now. Thanks for replying so quickly and yeah your work is very interesting and also really useful for Machinimas.

TheRev likes this

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What is changed in v.1.28?

You caught me, I didn't really want to update this until V1.29 was out; since you asked so nicely I've updated the hectic OP.  I think Video 5 does a pretty nice job for the most part but it does miss out on somethings so you'd probably be better off if you read it as well.

 

I should probably start a change-log rather than just adding to the OP.   :confused:

 

 

 

Version 1.29

Fixed shade turret rotation

Fixed controlling a dead biped

Added three custom vehicles, Forge World Only?

Edited by 7ime

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Hey, it doesen't seem like the Equippable Fire wont spawn, for me it's spawning spartans with Flags or just nothing. This is in v1.29 BTW.

Edited by haloman30

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Awesome gametypes! Anyway to separate biped kill points into two different options, one for killing spartan bipeds and the other for elites? You should also add a DL for the CON files of the gametypes.  

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Hey, it doesen't seem like the Equippable Fire wont spawn, for me it's spawning spartans with Flags or just nothing. This is in v1.29 BTW.

My bad, I fixed the OP, -18 actually spawns the "equippable fire."  Sorry about that.

 

Awesome gametypes! Anyway to separate biped kill points into two different options, one for killing spartan bipeds and the other for elites? You should also add a DL for the CON files of the gametypes.  

Oh I originally wanted to, I really did, but I would have to remove another userdefined option.   :(  I have recently revisited the whole biped idea but I just don't know.  I've thought about maybe just automatically making the bipeds with flags worth points, negative or positive depending on the player's species.  That way I could just use the spawn sequence number for points on regular objects with the biped label.  I think that may be very well what I do, I'm open to ideas though.

I've never actually used a container so I don't have one handy, perhaps once I get more time or if you want to post one.

 

 

Thanks for your interest in the gametypes.

FreedTerror likes this

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I don't know much on megalo, so I'm just spitballin. Maybe make a gametype label that spawns bipeds and awards points based on spawn sequence. So a positive number spawns a spartan and awards points for killing it and elites for negative numbers.

 

Example: spawn sequence of 21 would spawn a spartan and give 21 points for killing it.

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Would it be possible to make the combat knife an actual weapon? Because sometimes going into detach zones set on zero make you equip your combat knife case, But it is unusable.

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I don't know much on megalo, so I'm just spitballin. Maybe make a gametype label that spawns bipeds and awards points based on spawn sequence. So a positive number spawns a spartan and awards points for killing it and elites for negative numbers.

Example: spawn sequence of 21 would spawn a spartan and give 21 points for killing it.

I had actually kind of thought about that but that would ultimately limit people because right now you could reward points for say blowing up a tank if you wanted.

Would it be possible to make the combat knife an actual weapon? Because sometimes going into detach zones set on zero make you equip your combat knife case, But it is unusable.

No, I cannot make the combat knife "usable." You can only pick it up but can't actually kill anyone with it.

Fun Fact #1: You can also pick up the combat knife's case.

Fun Fact #2: If you're an Elite with a combat knife who gets in a vehicle (passenger seat?), you can't get out.

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is it possible to add ai enabled to mp through gametype modding

Edited by OrangeMohawk
fixed misuse of BBcode
Robert0 likes this

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Hey I really love the gametypes I was just wondering if youre gonna also update the monitor bonus infection gametype version of this I really find that version most useful because infection is the most used for customgames I've already made several awesome gametypes with it! Its just falling behind in options compared to the main slayer version :)

AlexMercer likes this

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Hey I really love the gametypes I was just wondering if youre gonna also update the monitor bonus infection gametype version of this I really find that version most useful because infection is the most used for customgames I've already made several awesome gametypes with it! Its just falling behind in options compared to the main slayer version :smile:

Yeah, I'll probably update it with the slayer V1.31.  Which may be soon, or it may be quite some time.  I still have to test, and maybe create, some new vehicles.

Thanks for your interest, I'm glad someone uses the infection version as well.

post-13514-0-96584200-1394628382_thumb.j

 

Version 1.31;

added more than seven custom vehicles; some would be Forge World only

updated the scale to hopefully work on more objects for everyone in the game

 

This will probably be the final release considering I have hit the limit of what I can add.

Please message me any bugs or suggestions.

 

V1.31 for SvE is out, expect the other slayer gametypes to be updated within a week and the infection gametype within two weeks.

Edited by 7ime
Dj Matt3 97 likes this

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hey i got a ideas please respond 

anyways like i was saying can you make either Marines/ODST biped or no if it possible?

two: can you make that the ai's walk around with like no weapons so like they are civilians then that will be awesome on my city maps and i guess it won't really matter if they were wearing that silver color is it possible cause this would make a change on my city maps :D

please reply to my comment as soon as possible

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hey i got a ideas please respond 

anyways like i was saying can you make either Marines/ODST biped or no if it possible?

two: can you make that the ai's walk around with like no weapons so like they are civilians then that will be awesome on my city maps and i guess it won't really matter if they were wearing that silver color is it possible cause this would make a change on my city maps :biggrin:

please reply to my comment as soon as possible

You're not gonna get Marines/ODST bipeds in multiplayer maps on retail. They don't exist on multiplayer maps.

 

You're not gonna get walking bipeds on retail either. It's not even fully working on modded consoles but what we can do requires tag injection and xex modding.

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You're not gonna get Marines/ODST bipeds in multiplayer maps on retail. They don't exist on multiplayer maps.

 

You're not gonna get walking bipeds on retail either. It's not even fully working on modded consoles but what we can do requires tag injection and xex modding.

well dang my ideas suck they never work :(

i'll just go back to gmod then :'(

Edited by xXFagolaXx

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well dang my ideas suck they never work :(

i'll just go back to gmod then :'(

Just remember, gametypes on retail consoles are limited to what is already on the map. What is on the map can be altered in many ways, but adding items that don't already exist on the map is not going to happen on retail.

7ime likes this

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