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Re: OPERATION: Cold Shoulder Strategy Guide

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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
07 Oct 2011 06:29 PM
OPERATION: Cold Shoulder is a 1st/3rd person shooter developed by me, and involves alot of work from other people who are collaborating with me; Many notable ones are Dimco4, Gybron, and Ipod525, all innovators in their respective fields.


This strategy guide will teach you how to effectively play all the four current classes involved in the game, and how to effectively use all of the cover and gameplay mechanics involved.


First off, the controls are quite simple:
C - Crouch
X - Prone
V - Sit ( With most guns )

Dimco4 developed these gameplay mechanics specifically to work with the OP:CS weaponry, but you can find them and insert them into your own works in my or his models list. NOTE: YOU MUST USE HIS ANTI-JUMP SCRIPT FOR THE SCRIPTS TO WORK PROPERLY.


Now for how to play the classes, and their specific roles on the field:
ASSAULT:
MAIN WEAPON: Assault Rifle
SIDEARM: Pistol
THROWABLE: Grenade

The Assault is the normal footsoldier; Used as a 'Jack-Of-All-Trades' class, the Assault can get almost any job done, as the assault rifle is deadly accurate and has a relatively high rate of fire. The Assault excels at Mid-Short range firefights.


GOOD:
SNIPER
DEMOLITIONS
MEDIC

BAD:
SNIPER
DEMOLITIONS
ASSAULT

The Assault can beat the other classes with ease, but still be dominated by them aswell. Again; For players who do not really excell at specialized roles, the Assault class is your preferred choice.


MEDIC:
MAIN WEAPON: PISTOL
SIDEARM: NONE
THROWABLE: MEDKIT, GRENADE

The Medic is truly a support class; Not meant for actual combat, but to provide help to teammates. The Medkit heals some health when used on teammates and the Medic Him/Herself. Although the Medic only carries a Pistol, do not count him/her out of a fight; The pistol is still a deadly weapon in OP:CS, and should not be taken lightly.

GOOD:
DEMOLITIONS
MEDIC

BAD:
SNIPER
ASSAULT

The Medic works very well against the Demolitions class at close range combat; The Demolitions will most likely be using his/her rocket launcher, which takes a long 8 seconds to reload. That allows the Medic to get a good number of shots into the enemy, and maybe, even kill him/her. Best used as a Support class, so don't go headfirst into the fray unless you like a few bullets lodged into your skull.


SNIPER
MAIN WEAPON: Sniper Rifle
SIDEARM: Pistol
THROWABLE: Smoke Grenade

The Sniper is very, VERY deadly at long range; A shot to anything other than the head is 90% of an enemies HP, allowing an easy kill for your teammates or for the Sniper's pistol. A headshot is an instant kill, and makes for a fun show when your enemy flies back a few meters, head missing. Count the Sniper as a sort of Offensive/Support class; The game isn't made for defense, and neither is the Sniper.

GOOD:
ASSAULT
DEMOLITIONS
MEDIC

BAD:
ASSAULT
DEMOLITIONS

Sniper VS. Sniper battles take a very long time, consisting of shooting, ducking behind cover, then shooting again. However, this isn't the case if the target is looking the other way; It's usually a nice headshot, with satisfying results, and possibly an angry response from the target on the chatboard. Use this class if you know how to use long range weapons effectively.



DEMOLITIONS
MAIN WEAPON: Rocket Launcher
SIDEARM: Pistol
THROWABLE: Grenade

The Demolition class is used purely for offense; The goal is to eliminate the enemy, and your Rocket Launcher can do that with no problem. Of course, this implies that your firing from a Medium range; Anything longer will usually alert the enemy of a large rocket trailing smoke and flames through the sky. However, multiple kills are available with such a rocket, and the Launcher is useful for getting enemies to get out of cover.

GOOD:
SNIPER
DEMOLITIONS
MEDIC
ASSAULT

BAD:
SNIPER
MEDIC
DEMOLITIONS
ASSAULT

The Demolitions class is sort of a Hit/Miss class; You either kill the enemy or they kill you. The reload speed for your Rocket Launcher is particularly low, and the enemy can get a few kills on you while your reloading. Enemy Snipers are particularly a pain, and will often kill you while you are lining up your shot.
( Implying you are in the open. ) While it is good on all classes, it is also bad; The rocket is usually an insta-kill, and when it's not, it will most likely remove a players limbs. Don't use this class if you like a high K/D, unless you know what your doing.



THE MAP
FrostTown is where all of this takes place; A relatively large city of commerce. The streets have been closed and evacuated due to the war between the Reds and the Blues, so don't worry about any shots that go astray.

The map is mostly symmetrical, and combat will usually be in the middle, at the river, and it's banks.

For the Reds, they are sort of the 'Defense' team; They control the city, and as such, have a large array of concrete barricades on the river banks, and a large city with lots of buildings to enter and defend themselves.

The Blues have large piles of rubble and rocks, aswell as dense forest concealing their movement. They are the 'Offense' team, and control the 'Outlands'. The rocks are amazing cover, but you need to climb them to shoot from them, making you good targets for enemy snipers and those with keen aim.

The river banks are where fighting will happen, for the most part. Blue usually gets the upper hand in the fight, and as such, fighting will be taken to the streets of FrostTown, where ambushes are to expected by the Reds from enterable buildings. ( The ones with the railing. )

However, Reds can get to the fray faster, as their spawns are closer, allowing for an even fight and making teamwork and communication key on either team.


TEAM HATS

Teams have, for the most part, similar team hats, although they are team-colored. You must examine your hat's width and height if you want to hide succesfully; Some are bigger and wider than others, and make you easier to spot. The hats add individuality to you, and allow teammates to identify you when your vest is not visible. Hats are selected at random when you spawn, and are placed upon your spawn so you may retrieve them upon entering the field.



Thats the Strategy guide, with all you need to know to start kicking some ROBLOXian rear-end on the OP:CS Battlefield! Updates will be added here according to major gameplay updates.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
15 Oct 2011 03:11 PM
-UPDATES:// V1.6-
Better Looking Water
The water bobs up and down instead of going side to side, splashes still occur, water texture removed. By going prone while fully submerged, it gives the illusion of swimming instead of wading; However, the bobbing water means your head will most likely make a splash, meaning any 'campers' in the river can be easily identified.

BGMusic
Music now plays in the background, and loops. Howeverm, this is still subject to change, as players may find it too loud or not loud enough, and enemy footsteps and gunfire may not be heard with the music playing.


Anyone willing to submit an idea, or help bring it to life, can PM me with their idea or a model they would like to see ingame! Weapon models are void; Tools may be entered when applicable; Weapon Features may be entered when applicable; Gameplay Effects may be suggested, and entered when applicable.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
16 Oct 2011 08:04 PM
-UPDATES:// V1.8-
More Sophisticated Hat Remover
Instead of bricks removing them on spawn, you may now press = to clear all of your hats. They will dissapear upon the press of the button. You may choose another hat from the inventory of them at your spawnpoint, and mix them as you wish.

Weapon Drops
Weapons stay in the field after death, excluding the Medic's Medkit, for obvious reasons. Field time is 10 seconds, except for the Demolitions' rocket launcher, which the time is 1 second, again, for obvious reasons. A weapon is only dropped if the player is holding it when he/she dies.

BodyMesh remover
Upon spawn, all character meshes are/should be removed. This means everyone will be using the classic, blocky character, as I have had complaints from players who use character meshes with the vest.

BGMusic
BGMusic volume has been reduced for more effective gameplay.


Anyone willing to submit an idea, or help bring it to life, can PM me with their idea or a model they would like to see ingame! Weapon models are void; Tools may be entered when applicable; Weapon Features may be entered when applicable; Gameplay Effects may be suggested, and entered when applicable.

Send any errors, problems, or complaints to me aswell.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
30 Oct 2011 01:42 PM
-HALLOWEEN TRICK O' BEATING:// OP:CS GAMEPLAY SHOWDOWN-

Well, ladies and gentlemen, Halloween is arriving, and I have posted this on it's eve! Instead of going Trick O' Treating this year in my panda outfit, ( Which I have excruciatingly, painstakingly made. ) I am hosting the first annual OP:CS 'Trick O' Beating'!

On Halloween night, I'll be playing OP:CS and hosting a wide variety of fun, minigame-ish type activities! Heres the lowdown on some of the fun things we'll be doing while things go bump in the night:

-INFECTION-
A randomly selected person is picked to be a zombie, and must infect all other players who are human. Human players must band together to stop the infection, one bullet at a time! Beware, though; The main zombie is a tough moesuckra, and he/she won't go down easy. Put enough lead into it, though, and you'll have yourself some swiss zombie on your way out the door!

> 1 LIFE ONLY
> GAME WIN WHEN ALL PLAYERS ARE INFECTED/ ALL ZOMBIES ELIMINATED


-HIDE N' EAT-
Another zombie type game, except humans are not allowed to use weapons.

You heard me.

Anyway, the zombie must find and 'eat' the humans, and the game ends in five minutes after the humans find their hiding spots.


> GAME WIN WHEN ALL PLAYERS ARE INFECTED/ TIME LIMIT OUT



-FARMER'S MARKET SHOWDOWN-
A TDM game, except pistols only! Bring your gunslinger gear, it's going to be a major throwdown in FrostTown; Cowboys/girls only!


> GAME WIN WHEN TIME LIMIT OUT; TEAM WITH MOST POINTS AFTER LIMIT DECLARED WINNER



-WRONG TURN-
A game like Hide N' Eat, except without zombies. So you and your friends took a wrong turn down the street, and you met this guy.

Turns out, he likes to eat meat. More specifically, ROBLOXian meat. And he carries around a big stick. Most notably, this stick has a blade on it. Weird coincedence.

Shame you left your guns at home. ( You can't fire any guns this minigame. )

Even more of a coincedence, he wants to chase you around for a while swinging his bladed stick ( Oh fine, a sword. ) at you. Run as fast as you can, because he can catch you; You aren't a gingerbread man!


> GAME WIN WHEN TIME LIMIT OUT/ ALL HIDERS DEAD
> 1 LIFE ONLY




There are going to be more minigames at the Trick O' Beating event, and you're welcome to bring friends! Who knows; They may just save your life when things go bump in the night..



Anyone willing to submit an idea, or help bring it to life, can PM me with their idea or a model they would like to see ingame! Weapon models are void; Tools may be entered when applicable; Weapon Features may be entered when applicable; Gameplay Effects may be suggested, and entered when applicable.

Send any errors, problems, or complaints to me aswell.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
31 Oct 2011 06:46 PM
-TRICK O' BEATING :// GAMESTANDINGS-

I didn't expect a huge turnout for 'Trick O' Beating', but I was surprised by the amount of people who played; Five!

Now, for a small game like OP:CS, 5 people in a server is a lot of people in a server.

The games have ended, and although there aren't any winners, all of the competitors had a good time. Amongst the games played were Infection, Wrong Turn, and Hide N' Eat!




Every holiday, a new event will be placed at OP:CS!
-UPCOMING EVENT: TURKEY HUNTERS, THANKSGIVING HOLIDAY, 2011-
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
09 Nov 2011 07:47 PM
:// NEXT UPDATE IN THE WORKS

You guys know the trees, in the Blue spawn? Yeah, well, I'm scrapping them. For new ones. That I will make MYSELF.

Gybron has been good to me over the years, but I have just noticed the fact there is a small glitch with the tree; One side on the tree is a normal tree, not the winterized one. So I will be fixing that, by making me own decals for the tree!


Also, for those of you who didn't know..
Trees in OP:CS are very large meshes; In fact, the brick part of the mesh is in the trunk, and the leaves and foliage are just the mesh. Because of this fact, you can shoot through the foliage, meaning bullets and missles can and may in fact pass through and kill unsuspecting enemy players!
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
11 Nov 2011 01:17 PM
:// BAD SEED UPDATE; v1.9


I scrapped the new decals because I'm not an artist; Trees just ain't my thing, you know?

However, I did remove the inconsistant decal, and added the other decals from the tree to it, so any tree glitches should be impossible.


And yes, players can still shoot through the leaves.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
19 Nov 2011 08:35 PM
:// FASTER THAN A SPEEDING BULLET; UPCOMING UPDATE

I recently played the NATCH DER UNTOTEN V0.6 on the front page, and I was blown away by that simple idea; Simple guns that create virtually NO LAG WHATSOEVER.

It's basically one brick that shoots, but decals on either side that allow for the gun to look nice. The FPS view, however, is just one decal that includes the gun and the players hands, giving the illusion of a console/PC FPS.

I will be systematically integrating this gun system into the game, meaning that conventional guns will be eliminated from OP:CS, and replaced by simple guns.

However, to make it more realistic, ray casting will be involved, and the crouch and prone scripts will still be active in the game.

Currently, I am working on the decals for the gun sides and FPS view.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
27 Nov 2011 12:49 PM
:// SON, DON'T TOUCH THAT UPDATE - FUTURE PROJECTS UPDATE
Well, everyone, the decals are taking waaaaay too long to make, so expect the gun update to come later. However, I am planning on adding more classes to the game, aswell as more explosives, and an update to a map.

Classic FrostTown will still be in the game, aswell as an updated FrostTown ( Better looking, redesigned map. ), and an updated version of an old map that was included in the Beta; PipeLine!

I plan on including the ROBLOX FlashBang, Dynamite, and placeable items, such as Bouncing Betties.


VIP will be up eventually, and will give VIP's exclusive access to VIP Classes, that enable increased walkspeed, more health in MedKits, Melee weapons, etc..


Also, I want to include a stats system; K/D Ratio, Accuracy %, and Favorite Class. Also, with that update, I hope to involve data persistence, so all your stats can save and go over to other servers. Also, with data persistence, you will be able to 'Rank Up', and unlock better guns for your classes depending on how much you use them; Medic gets better MedKits, Demolitions get better RPG, Assault gets better AR, etc..

But these updates will most likely take me a year to complete, and OP:CS will defenitely be far into V2 or V3.


The update I am now switching my attention to is Team Uniforms. Even though the MeshRemover makes all players play as normal ROBLOXians, some players complain that the vest gives away their position sometimes. So, I am currently working on a script that gives you team-specific clothing so as to identify your teammates.

With that update, OP:CS will be in V1.9.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
01 Dec 2011 09:03 PM
:// CLOTHES UPDATE -

With the new Clothes Update, OP:CS goes into v2!

COMMENCE CELEBRATION.

...

You can stop now.

Anyway, with this update comes another big feature; Ragdoll update.
Clothes should stay on ragdolls now, and ragdolls should stay for about a minute after the character dies. Also, teams have team-colored clothing, which should remove the vests from the game permenently.

However, these are only in testing, so don't expect the game to be functioning properly until I can clear any possible problems that rise because of these updates.


:// FANBASE ADRESS -

Thanks to the fanbase of OP:CS, which has accumulated ( Quite slowly, but still. ) over these few months. I thank everyone who's stuck with the game, through everything, all the updates and hardships, and play every once in a while; You guys are the best, and you better believe these next few updates are for you guys. Thanks for all the support.

~ CELEBRATING ALMOST ONE YEAR OF OP:CS ~
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
24 Dec 2011 11:07 AM
:// SAD FACES, SEASON'S BEATINGS, GIFTS OF PAIN - OP:CS UPDATES

:// SAD FACES - Well, sadly enough, the last update didn't work out too well. I have, indeed, retracted the last update, BUT FEAR NOT, good fellows! Because ROBLOX has been so kind as to allow everyone to use fog..

:// SEASON'S BEATINGS - Fog has been added PERMANENTLY to the game; It's not too foggy, for snipers, and it's foggy enough to be remotely inaccurate at long range.

:// GIFTS OF PAIN - Later tonight, I will add TWO NEW CLASSES to OP:CS, a new logo, and a special surprise for everyone who stuck with the game. One I think you all will like, for sure..

I've also been thinking about adding Data Persistence and Level Ups, in order to unlock new class weapons. It'll take some time, and I'll need A LOT of help with it, so expect to see it in about another year or so. Might update the map, too. It's too.. drab, for me. Might make it more urban and more suitable to the crouch and prone features.

Well, I'll ponder on it.

Happy holidays, everyone!
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
10 Jan 2012 03:10 PM
:// FREEDOM! - WEAPON UPDATES ON THE WAY

I have finally gotten off my butt, and then got onto it again; This time, to possibly improve weapon features.

Using D27 weapon technology ( Ironically enough, I also developed D27 guns. xD ), I'll try to implement raycasting and all the other nice things used in those guns; But keep the same bricks that Gybron put into the current OP:CS weapons.

Explosives will stay the same, as they are quite honestly, good enough.

We'll see how it turns; For the meantime, OP:CS weapons will stay the same while I work on the newer ones.

Admins will have access to the experimental weapons.


ALSO, MY GOOD MEN/WOMEN..

Because of Gybrons wide, wide, wiiiiiiide array of weaponry, more classes will be added to the game.

I still can't get rid of the guilt I have for not keeping my Christmas promise on adding two more classes..

Well, thats kind of it for this update. OP:CS will be getting better; This entire week is Exam week for me, so I get out of school early.

3 HOURS EARLY. :D
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
10 Jan 2012 03:35 PM
:// SADNESS. - Update on an update -

I have just tried to implement the newer guns; Turns out, they can't work with Gybron's weaponry. With that being said, two questions may arise;

"Do we still have to use Gybron's Weapons?"-

Yes, for now. But in the meantime, you can experience the classic OP:CS experience.


"So there WILL be new weapons?"

Yes, as soon as I can make them. I'll be switching Gybron's guns for D27 guns, as soon as I fix the handles on the guns. If anyone wants to help, just send me a message.


To make up for it, I'll look into how to decrease clip size in the Gybron guns for the meantime. In fact, if I can't use D27 weapons, I'll use Gybron's weapons, but heavily modified versions of them, as to where you can't fire infinitely, and the bullets are much smaller.

Also, I might re-add a map changer script to the game, ( One that works properly, mind you. ) and make a few maps for the game, all featuring a snowy, cold environment.

If you hated the current guns, sorry, but I'm trying to get things done as fast as I can.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
18 Jan 2012 05:05 PM
:// UPCEPTION - UPDATE ON AN UPDATE ON AN UPDATE

So I haven't gotten around to making 'dem updates yet; I'll get to it eventually.

Point is, a new class will be added, aswell as a Pro/Con's list for it, what it's effective against, and so on.

Obviously, it'll need a new weapon, which will be an old SandTown BETA classic weapon; The BMP, or what it WOULD be called, 'Rifle'. For those who like sniping, but want a closer veiw of the action.

Albeit the Sniper Rifle doesn't have a painfully long reload time, snipers do really have to stay at a distance from the fighting; An Assault against a Sniper ends in bad results.. For the Sniper.

Although an Assault against the newest class would most likely end in equally dissapointing results, the newest class would most likely DAMAGE the Assault before he/she dies.

~

One more thing, while I still have some of your attention; Someone did indeed contact me about the D27 guns I put up for fixing;

He gave me the results:

"im sory to tell you the guns are side ways i tryed fixing gui's but its not fixable srry...,"
-deathdcl1

His EXACT message. Copy + Paste.

D27 guns don't have GUI's, nor are they sideways in any way; It is the Mesh inserted into the handle that is messed up, and I am completely aware of this, and have tried to fix it myself; Quite obviously, it hasn't worked.

I wasn't born yesterday, deathdcl1; I know whats wrong with the guns.

The offer is still up for grabs, by anyone; With a cash reward of 10 ROBUX this time, free admin at OP:CS, plus a their own custom weapon for use in the game.

~

Back to the subject of the matter; Sorry about the late updates, guys. Been stuck around with school, and other things of that manner.

And I've been thinking about adding VIP classes to the game, so anyone willing to help with that can PM me aswell.

Once v2 comes around, I'll make a video for OP:CS.




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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
04 Feb 2012 12:53 PM
:// UPDATE - NEW CLASS; RIFLEMAN

He's fast, sharp, and ready to kill. He is the Rifleman,
and I'm here to explain every in and out about the class;

The Rifleman is sort of a countersniper; He fires faster than the Sniper, and his gun can kill anyone in two hits ( Provided you're going for the body, not the head. ). But don't think going CQC on him will solve anything; He carries a sword around, and he packs a pistol in his holster. Besides; you'll probably be dead before you can get close to him.

GOOD:
Medics
Assaults
Demolitions

BAD:
Sniper
Rifleman

Although he can outshoot a Sniper, the Rifleman has to locate one first; And if he doesn't do it soon, he's going to die. And while Riflemen are evenly at odds against another Riflemen, it's usually the one who has better skill weilding their Rifle, Pistol, and Sword who comes out victorious from battle.

~

Another little tid-bit here;
The Rifleman class is comprised mainly out of ex-Admin Only weapons;
Fury'sMarch ( Sword, by Gybron )
HuntingRifle ( Rifle, by Gybron )
[NOTE: Those names are IN-GAME ONLY. ]

And while these weapons have been put in for player use, they've also been buffed up for combat; The Sword will take two direct swings on someone to shred their dreams of living, and the Rifle needs two body shots to kill an enemy player.

The original admin weapons are still in the game, but compared to their player counterparts, they seem severely nerfed, and innefective.

Theres TONS more weapons that will be implemented, and I have already planned THREE VIP-Only class; 'Judgement', 'Native', & 'Godhand'

Whats in these classes, however, will be for you to find out. :)

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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
12 Feb 2012 03:18 PM
:// GAMEPLAY FUNCTION - SUGGESTION

It was brought to my attention that players who have had a leg, or arm blown off because of an enemy Demolition player, are still valuable to the team.

Also brought to my attention was adding a script to solve that; Depending on how many limbs a player is missing from his/her body, that player will 'Bleed Out'. ( Continuously lose health over time, multiplied by how many limbs are missing from the player. If you have lost an arm, you will bleed out, and if you lost your arms and legs, you will bleed out four times as fast. )

I will consider this suggestion, but chances are, I will most likely add it if I'm not busy.

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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
23 Feb 2012 06:55 PM
:// VIP IN THE WORKS - UPDATE

Adding several VIP classes to the game, but buy them quick - I only have BC for a few more weeks! When I run out, VIP T-Shirts will be transferred to a Third Party, and they will cost a little bit higher; But the cost is worth it!

With VIP classes, you get exclusive weapons and tools that give you an edge on your opponents, and depending on how useful exclusive they are, the price goes up - All the way to the 'Cold Shoulder' VIP, which grants some really powerful weapons to anyone who has it.

The classes aren't just focused on combat; Some classes focus on humilition of enemies ( Such as the 'Snow Warrior' VIP ), patching up your teammates ('Medicinal Field' VIP), or picking off the competition one by one to help your team push in for the win ('Brainfreeze' VIP).

It'll take a day or two for me to get all the VIP scripts in, but there is approximately 10 or so VIP classes as of now.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
24 Feb 2012 09:54 PM
:// GAMEPLAY UPDATE - VIP UPDATE - VIDEO UPDATE

I had the fortune of playing with a few (New) fans of OPERATION: Cold Shoulder today, and while most of them said 'This is cool' or, 'I like this', they almost all had a suggestion or two. But from what I can deduce from playing with them is one thing:

Sniper = OVERPOWERED.

So I will most likely nerf the sniper a little. Not a huge gameplay breaker; The sniper eliminates in one shot almost anywhere, so a damage reduction will take place.

Another thing is that the water is kind of broken. (Goes up higher than it should.) I will fix that.


Someone has already bought one of my VIP shirts, and VIP will be made throughout this weekend, and the following week.


The video will be made once VIP is over, and the adjustments have been made.
We will be requiring a lot of people, so if you have some time on your hands, join up in a game when I announce the video with me, and we'll get to work!
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
25 Feb 2012 01:25 PM
:// v2 UPDATE -

VIP should work now, the Sniper has been nerfed, and the water fixed;
NOW LETS GET THIS DONE! :D

No guaruntees on the VIP though, so if you find it doesn't work, just PM me.
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
29 Feb 2012 08:01 PM
:// v2.5 UPDATES INBOUND -

With my newest update-in-the-making, I will be adding a map changing script to the game, and add in EIGHT NEW MAPS!

.. You heard me. Eight.

All of these maps, and a new name update, will be added over time; Turning
OPERATION: Cold Shoulder into OPERATION: United Fronts!

Here are some quick descriptions of them:

Blistering - A desert map with very little cover in the outbound areas, and a small village in the middle of the map

Fuel Of War - An old map for a game I was making before OPERATION. It has several oil rigs in the map, and small buildings and rock piles as cover. The oil rigs are perfect as sniper nests, providing you don't get killed first.

Mowed - A small, close quarters map with some vantage points. It has a large, circular hedge area for close quarter battling, and the surrounding area is littered with picnic tables, restroom facilities, and battle rubble.

Blood Money - A long block of urban bazaar, and crumbled buildings. Based off of the map 'Grand Bazaar' from BF3.

Swordpoint - A battle on an aircraft carrier, littered with broken F-16s, and crates containing dangerous warheads and ammunition.

SnowedOver - Also known as FrostTown v2. A remake of the original OPERATION map, FrostTown, featuring more interactive environments, such as vents you can crawl through, varied cover, and destroyable structures.

Seirra 56 - A combination of environments; Probably the biggest map out of all these. Has a crountryside theme, featuring several barns, houses, and rolling hills. Not a lot of cover out in the countryside, except for the occassional forest area, so stay close to the road when it comes to firefights.


So those are some small details of the incoming maps; Be sure to PM me which one you want to see first!
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sanddog99 is not online. sanddog99
Joined: 11 Sep 2009
Total Posts: 63
03 Mar 2012 09:33 AM
:// PROBLEMS WITH SWORDPOINT -

I have just now noticed that I cannot build a realistic looking Aircraft Carrier; SO I WILL NOW PROCEED TO BUILD A JUNGLE!

Swordpoint is now a Jungle terrain map; In fact, the only one being built, for the moment.

Just thought i'd let you know.
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