New update

Zeus

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An update is available for Half-Life 2: Deathmatch. The update will be applied automatically the next time you launch Half-Life 2: Deathmatch.

Half-Life 2: Deathmatch

* Fixed an exploit in dm_runnoff where players could repeatedly call in airstrikes
 
I've haven't played that map, what do they mean by airstrikes (ie: be a little bit more specific) then just say airstrike. Thanks.
 
Roland Deschain said:
I've haven't played that map, what do they mean by airstrikes (ie: be a little bit more specific) then just say airstrike. Thanks.
There is a button you can press inside the bunker which calls in an airstrike. Anyone that is outside the bunker when the missiles hit gets blown up. ;(
 
Zeus said:
An update is available for Half-Life 2: Deathmatch. The update will be applied automatically the next time you launch Half-Life 2: Deathmatch.

Half-Life 2: Deathmatch

* Fixed an exploit in dm_runnoff where players could repeatedly call in airstrikes

THANK YOU! I was getting annoyed today playing the map, like every minute there was one, it just got rediculious how many times it was getting spammed. :frown:
 
runkilla: Thanks for the post :D lol j/k


Anyways thank god for this :) Even if you do happen to noclip into it, it has a timer of some sort, so it can only go off every X ammount of seconds :D

Map is much better now :D
 
I was playing Runoff locally last night, and I never bothered to check if the nuke could be spammed. I'm glad Valve have fixed it though, as that would be mighty annoying when playing online.

I have to say, I like the map. I like the way they've adapted the nuke to sit in the HL2 environment, but I was concerned that I was lagging on a LAN server, and can't imagine what it would be like online. It seems the bigger the map is the higher the likelihood of lag - which doesn't seem to be a factor in CS:S. How can the same game engine play so differently online? And when are we getting an official bot for HL2DM?
 
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