$#%#$% 149th Official Hard At Work Thread $%$%$#%
#1245
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Originally Posted by TepEvan,Apr 11 2008, 11:42 AM
stop what? I gave warnings
Why be difficult? No one else has a problem putting a little blurb of a warning and then holding enter for 5 seconds so you at least know what is coming up.
#1246
Originally Posted by Highlift,Apr 11 2008, 11:45 AM
Why be difficult? No one else has a problem putting a little blurb of a warning and then holding enter for 5 seconds so you at least know what is coming up.
that was 5 seconds
#1248
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Team Deathmatch
The setup: This mode offers what you'd expect: Up to 16 players battle it out, with teams in any configuration. Players create a character (no story-mode characters here) with a quick editor. As players earn money from killing opponents, they go up in rank and earn more -- and wackier -- customization options. The host can then set multiple match options, including available weapons, police presence, traffic and pedestrian density, weather, time of day, and location inside the city (be it a confined portion or the whole damn thing), among others.
Execution: Old-standby mode Team Deathmatch seemed like a good place to dip our toes into GTA4's multiplayer pool, seeing as surprises, at least in terms of general rules, would be kept to a minimum. And it played out as such. Eight of us split into two teams of four. The first match was on Happiness Island (think Ellis Island), and our back-and-forth battle usually centered on the statue's base, with shootouts focused on the stairs. We continued our matches in different locations. A solid strategy I picked up on quickly: Vehicles make a difference, because teams can split up and go for drive-bys or quick escapes. It's hard to aim accurately from a car, but the mobility makes up for it. A wonderful X factor is the po-po, who essentially act as a third faction you have to worry about should you piss them off (highly likely since the bullets rain). In one tense match on an island known as Charge off of Algonquin (the game's take on Manhattan), the cops and their cruisers outnumbered the players at least two to one.
Best GTA moment: Seeing the blip of an enemy through some trees from a two-story-high roof, grabbing a rocket launcher, and then letting her rip for a long-distance splattering.
The setup: This mode offers what you'd expect: Up to 16 players battle it out, with teams in any configuration. Players create a character (no story-mode characters here) with a quick editor. As players earn money from killing opponents, they go up in rank and earn more -- and wackier -- customization options. The host can then set multiple match options, including available weapons, police presence, traffic and pedestrian density, weather, time of day, and location inside the city (be it a confined portion or the whole damn thing), among others.
Execution: Old-standby mode Team Deathmatch seemed like a good place to dip our toes into GTA4's multiplayer pool, seeing as surprises, at least in terms of general rules, would be kept to a minimum. And it played out as such. Eight of us split into two teams of four. The first match was on Happiness Island (think Ellis Island), and our back-and-forth battle usually centered on the statue's base, with shootouts focused on the stairs. We continued our matches in different locations. A solid strategy I picked up on quickly: Vehicles make a difference, because teams can split up and go for drive-bys or quick escapes. It's hard to aim accurately from a car, but the mobility makes up for it. A wonderful X factor is the po-po, who essentially act as a third faction you have to worry about should you piss them off (highly likely since the bullets rain). In one tense match on an island known as Charge off of Algonquin (the game's take on Manhattan), the cops and their cruisers outnumbered the players at least two to one.
Best GTA moment: Seeing the blip of an enemy through some trees from a two-story-high roof, grabbing a rocket launcher, and then letting her rip for a long-distance splattering.