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Old 08-12-2007, 01:00 AM   #16 (permalink)
 
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Re: SourceForts: Our First stop in mods at TG

yeah. password protecting these games seems to be a pretty good way of insuring it never gets played. With something like this, wouldn't it be better just to give any supporting member who wants it admin status with the power to kick? It's a dead server the vast majority of the time anyway, and rather than make it so that it's never played, make it so that we get lots of enforcement when we're on (which is the only time it's likely to seed anyway).

if it actually ever gets popular, we'd want to start over with the admins because we don't want to "sell" admin status, but as it stands...
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Old 08-12-2007, 01:06 AM   #17 (permalink)
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Re: SourceForts: Our First stop in mods at TG

This is a tour of different mods. It's simply there for TG members to check out. We're not trying to form a community in it or wanting to have admins available on the server.

It will change to the next in line mod which I think is zombie master very soon. If TG'ers aren't interested in it enough to play it then that tells us something.
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Old 08-14-2007, 02:50 PM   #18 (permalink)
 
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Re: SourceForts: Our First stop in mods at TG

Server is currently not responding...
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Old 08-15-2007, 11:03 AM   #19 (permalink)
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Re: SourceForts: Our First stop in mods at TG

There is a new IP, I didn't realize it was using the CoD2 IP. It's now 70.87.55.30.
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Old 08-15-2007, 12:13 PM   #20 (permalink)
 
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Re: SourceForts: Our First stop in mods at TG

Is it still on SourceForts or has it changed to Zombie Master?
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Old 08-15-2007, 01:27 PM   #21 (permalink)
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Re: SourceForts: Our First stop in mods at TG

still on Forts but I haven't heard from fenix in a bit and I know it's time to move on to the next so probably do that soon.
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Old 08-15-2007, 02:26 PM   #22 (permalink)


 
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Re: SourceForts: Our First stop in mods at TG

I'd just like to indicate that I think SourceForts has a lot of potential for the TG community.
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Old 08-15-2007, 04:07 PM   #23 (permalink)

 
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Re: SourceForts: Our First stop in mods at TG

Aye, I'll chime in too. Its very focused on working as a team, and can get real interesting after a build phase where you just made a crazy new addition to your fort.
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Old 08-23-2007, 10:03 PM   #24 (permalink)
 
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Re: SourceForts: Our First stop in mods at TG

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Originally Posted by CingularDuality View Post
Putting the password halfway down the thread is definitely NOT the brightest idea you've ever had!

I just spent a half hour looking at the first post in every Source mod thread ever created!

You, sir, should have checked the Steam Community Group...

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Old 08-24-2007, 02:36 AM   #25 (permalink)


 
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Re: SourceForts: Our First stop in mods at TG

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You, sir, should have checked the Steam Community Group...

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I assure you, I will do exactly that from now on!
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Old 08-26-2007, 03:49 PM   #26 (permalink)
 
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Re: SourceForts: Our First stop in mods at TG

Given TheFenix's...disappearance...I'd say it would be a good thing if we were to move straight into The Hidden and get a front page post suggesting people come to try it out. The Hidden will be a much better mod to get this server kicking with, as it requires the fewest players for the most enjoyment. All information will be updated on the Source Mod Server community group as well.

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Old 08-26-2007, 10:21 PM   #27 (permalink)


 
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Re: SourceForts: Our First stop in mods at TG

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Originally Posted by Zephyr View Post
Given TheFenix's...disappearance...I'd say it would be a good thing if we were to move straight into The Hidden and get a front page post suggesting people come to try it out. The Hidden will be a much better mod to get this server kicking with, as it requires the fewest players for the most enjoyment. All information will be updated on the Source Mod Server community group as well.

-Zephyr
Ooh, I'll second that motion!

The Hidden is my favorite, and I think it's also the most popular out of the mods that we've discussed.

I'll also vote that we make Saturday night The Hidden night!
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