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Old 15th Dec 2003, 10:38 AM   #21
Crokx
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Quote:
Originally Posted by Nemephosis
...Your vision happens to be wrong...
Maybe
Sure the next time I release a unrealsomethings I request any one news like all my stuff suck...
I have a great news for you Nem, I begin really to things for close my obselete site, ENJOY!

Last edited by Crokx; 15th Dec 2003 at 10:45 AM.
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Old 15th Dec 2003, 11:42 AM   #22
[CD]Icedude
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whats next a "Anti-gangup mutator"? which makes teammates who come withing 2048 UU of each other explode vilently because being near a teammate encourages ganging up on newbies?

or "anti-spawnkill" that kills ou for looking at an enemy deploy point?

this mute gets for removing strategy, defence, and FUN.
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Old 15th Dec 2003, 07:08 PM   #23
Lizard Of Oz
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Quote:
Originally Posted by RaptoR
The mine thing is a non-issue. Spawn protection stops mines that detonate on spawn pads hurting you, and you can jump/duck around others, plus if you see somewhere is mined, you can choose to spawn elsewhere.
I was unaware of the built-in spawn protection. So now that I know, I'm with you,
I think all of the options in this mutator are pretty much useless.

My thinking, before I knew about the spawn protection was that even though you
may be able to choose a different spawn point, the mine-layer has effectively captured
a spawn point without going through the trouble of hacking it. (assuming it is even
hackable).

Anyway, as you said, spawn protection makes this a non-issue.
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