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  Goodnight FRG 196/365
Posted by: zephy - 04-20-2019, 04:50 AM - Forum: Shit Posting - No Replies

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  Just a cpl ideas
Posted by: Deadheala .(Josh). - 04-20-2019, 02:01 AM - Forum: Suggestions - Replies (2)

https://en.wikipedia.org/wiki/Leech_(comics)
Much like in the comics i was thinking a weapon or something that had a chance to nullify another person's weapon ability and such. People might not like the idea but a gun that has a chance to stop another person's weapons ability. Maybe a T weapon or D weapon. I have no clue its an idea to work off if you want. I won't spam to many ideas just figured id start commenting more and showing pride in the server.

Moz idead ( --- Make a Detective item that would make all effects from weapons null on the detective ---)

Map idea
We are in the video game Castlevania. Add t traps to spawn zombies and stuff. Make a easter egg to spawn dragula. Add a new weapon the the chain whip from the game. Lets go
Image castlevania map idea
Image chain whip

If you wanted to add the starting idea with the chain you could. Have a chain melee weapon that stops the person from using the special effects on there weapons for the rest of the round. Only used by traitors or people killin the right way Big Grin

Map / Item idea # 2

The casino from Final fantasy 7. HAve it have multiple areas like in ff7 also add cloud's buster sword or barrets arm gun
Image casino
Image clouds sword
Image Barret gun hand

Chocobo pet please Image

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  frg_dilapidation_v2
Posted by: The Black Parade - 04-19-2019, 08:52 PM - Forum: General - Replies (4)

Like I did with IOD, I'm going to post new versions and what they include for each update.

If you find more bugs please submit them to either me or Brassx.


Dilapidation v2

[FIXED]

* Fixed the floating grass in the boss room
* Removed untextured roots
* Changed the mud textures to make the reflections more realistic in the "Crystal Room"
* Missing textures
* Fixed one of the arches receiving sun light where it shouldn't be


The map will be added in the server later.

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  Sweaty TMP
Posted by: big mike - 04-19-2019, 04:33 PM - Forum: Suggestions - Replies (1)

We need a sweaty TMP because why the hell not, and who doesn't want an op event gun?

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  Expand staff member !minigames menu
Posted by: Ranger - 04-19-2019, 12:34 PM - Forum: Suggestions - Replies (4)

Changes

I, and no doubt others, feel like the !minigame menu for staff is too bland and should be expanded beyond a single boss and a silly round idea like big heads rounds.
I feel like it is a good idea to give staff the ability to spawn most minigames and bosses, maybe barring some, such as Dragon or Spider Queen.
They already have access to Moon Lord, but i do think they should have access to most of these following minigames:

Moon Lord, Easter Bunny, Hunter rounds for the boss rounds.
As i said, i don't know if having Dragon or Spider Queen rounds on the list would be a good idea, or if that would be pushing the limit. It could also be possible to change the bunny themed boss to a more regular one after the Easter event ends.

Orbital and Eggital bombardment, Bouncing and Egging mayhem, Longsword and Infection rounds for the minigame rounds.
It could be possible to change the 2 Easter themed minigames to the regular ones after the Easter event ends.
Of course, i might be forgetting 1 or 2 minigames that might not be too bad of an idea, like i don't know what has happened to Gun Game, apparently it still exists but is rare, but the loot should be buffed in that event anyway for it to be worth the time you waste, but that's another thing already.


Cooldowns

This is honestly the part where i have no idea how this should be balanced, like at all, of course i like getting tons of loot and so on, but i don't think we should spam everyones inventory with crap constantly, for the sake of the players and the overall economy. But i did have to think of at least something as a baseline of what i think would be good.

Time wise, since the amount of rounds staff can spawn would increase massively if most of these got added, i think we might need a longer cooldown than 1 hour per event, maybe 1 hour and 20 minutes would be a good, yet not too large increase for boss rounds. I don't think we should have a longer cooldown than 1 hour on minigame rounds, if not a shorter one.

I think it would also be a good idea to add a round based cooldown. Which i think there already is, but heres what i think about it anyway.

-2-3 round overall cooldown-

There should be a round based cooldown between any staff started minigame, i don't know if there should be a cooldown after random minigames, i don't think that would be necessary.
But i do think there should be one after a random boss round, or one started with an item.

After any 1 staff member starts a minigame using the !minigame command, there should be a 2-3 round cooldown depending on the minigame/boss round started before any other staff member can start any minigame or boss round.

Bosses such as Spider Queen, Dragon, Moon lord, Easter Bunny and Hunter should have a cooldown of 3 rounds until the next round using the !minigame menu can be started.
Minigames should have a cooldown of 2 rounds until the next minigame round can be started by staff

-4-5 round personal cooldown-

When a staff member starts any minigame or boss round they should have around a 4-5 round cooldown, depending on the round started, like 4 rounds for a simple minigame and 5 for a boss round, before starting any other minigame that is not on cooldown. This would be good to prevent one staff member being able to constantly spam minigames and bosses. Maybe let them get 2 off in a single map, but no more.

I don't really know the loot drops and duration of many of the minigames, maybe some should be adjusted/buffed to make them more worth spending the time on them, or make them not as op for loot. But, that is an entire other thread, or multiple threads on its own.

Anyway, thanks for reading, and of course if you have any ideas or suggestions, reply to this thread, i hope it starts at least a small conversation and gets something changed.

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  Hello
Posted by: Kazen - 04-19-2019, 05:58 AM - Forum: Introductions - Replies (6)

Everyone else seems to be jumping on board so why not. I used to play on NTG before coming here and I'll still probably only play here casually off and on. Before my NTG days I was on a few different servers including owning my own for a few years. Black gets first dibs on my p90s I want to sell. Other than that, looking forward to playing with everyone in game.

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  Goodnight FRG 195/365
Posted by: zephy - 04-19-2019, 04:22 AM - Forum: Shit Posting - Replies (1)

Image

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  Easter Map Boss
Posted by: Team A.U.T.S - 04-18-2019, 10:07 PM - Forum: General - Replies (1)

Attacks

When he is below half hp he slides his hand.



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  Goodnight FRG 194/365
Posted by: zephy - 04-18-2019, 04:12 AM - Forum: Shit Posting - No Replies

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  TTT Map List Rework
Posted by: hankiboe - 04-18-2019, 12:19 AM - Forum: Suggestions - Replies (8)

I don't know if this thread should be on suggestions or complaints, help
FRG with its' intricate custom weapon system and progression managed to make TTT fresh for me and worth coming back to outside of just wanting to have some fun with the peeps. however, the way TTT is built is that the quality of the gameplay is very dependant on the maps being played, and some of the maps on the FRG rotation make ttt_minecraft 24/7 servers look like masterpieces. point is, a rework of the map list would make TTT more enjoyable for most people in general, as I'm not the only one having trouble with some of the terrible maps. due to RTV not being a thing, people just seek to end rounds as fast as possible to be able to change the map.
I made two lists of maps, one list being of unplayable joykillers that should be removed ASAP, other list having maps that are playable, but are not enjoyable to play in due to map design flaws and thus should be taken into consideration whenever they should be removed or not. I don't expect people to be on board with some of my picks (frg_swanpark_ttt_final and ttt_slender_v2 in particular), but hey, I might change a few minds
also keep in mind that this list only has the maps that I've got to play on, as the entire FRG map list is not publicly available as far as I'm aware

Downright bad:
frg_swanpark_ttt_final - Too open, and for that reason most rounds are 'How many chal/daily kills can you get as fast in before dying as a T'. Ugly as it lacks detail and suffers from stretchy textures
ntg_scrubs - Too open, nearly non-existant verticality, impossible for Ts to not get spotted
ttt_cluedo_b5 - No weapons or ammo outside of deagles. Hallways, which make the majority of the map, are too claustrophobic and connected for TTT, which means that once a T opens fire, 99.99% that there'll be an inno to witness it soon after
ttt_krusty_krab - Too open, non-existent verticality, downright impossible for Ts to act without getting spotted. By far the worst map from a gameplay perspective
ttt_ntgrooftops - Made redundant by ttt_ntg_rooftops_remake, which is superior than the original in about every way. Way more detailed, the previously too horizontal and open areas now have cover and etc.
ttt_starfish_island_v1_2 - Too open, too big, too horizontal. Just terrible
ttt_suburb_beta15a - Too big, too open, too horizontal, only one enterable building and the entrance door on it doesn't even work
ttt_urban_ruins_v1 - Pretty, but way too open and the indoors are way too small for Ts to be able to act discreetly, as most innos tend to stick around on the roofs as there is nowhere much else to go

Questionable:
de_haunts - made as a de map, yet it's bad even as a de map. Unnecessarily confusing maze like structure, and it is never fun to be walking around aimlessly being lost, trust me on that.
mcdonalds-mds - Too small and very little verticality for higher playercounts
ttt_albatross_fix - The top and bottom parts of the map are connected by prop elevators, which are VERY prone in killing players if there are other props either on the elevator or on the bottom of the elevator. If a T and an inno are in lategame and in seperate parts of the map, the round turns into 'who's the bravest one to go into the death elevator?' as there are no other ways to reach each other unless the T either has the creds to spare for a Grapple or has a teleport set beforehand
ttt_clocktown_v1_fix - (Not sure if it's just for me or) Lacks skybox, missing models
ttt_cruise - Most of the innos hang around at the front of the ship, which is way too open for Ts to act on. The gameplay is fine in the other areas, but they are pretty rarely being frequented by innos
ttt_earth_2074_v4 - Too flat and open except for the rocky island, the caves and inside the labs. Very amateurish detail. It's still playable for Ts, but it's not ideal or that fun either
ttt_giant_daycare_v2 - While it being open is par for the course for rats maps, it lacks the verticality and clutter to use as cover of other, better made rats maps. Fine for small player count matches, but otherwise it becomes a murderfest
ttt_gunkanjima_v2 - Too much fog, maze-like structure with no landmarks to orient people.
ttt_lazertag - Even more fog than gunkanjima, even more of an unrecognizable maze than gunkanjima, although you can see the center of the map to help orient yourself
ttt_luxework_b3 - Your choice is either too claustrophobic, or too open. Lacking detail.
ttt_riverside_b3 - Too much fog, most of the map is just a forest, meaning most of the time you're just aimlessly wandering around. The only recognizable landmark is an enterable house, and it's where most people tend to stick around for that reason
ttt_slender_v2 - A huge maze where everything looks the same, outside of the hallway with very streched double doors
ttt_stargate_v3 - No weapons or ammo outside of M16s. Terrible for player bosses. Passable for regular TTT though
ttt_sunday_street_b2fix - Somewhat kinda too open, most of the action revolves around the tower for that reason. Lacks polish. Also has the exploit that allows you to go under the map
ttt_trappycottage_b2 - Most of the map revolves around mazy tunnels that look the same, has nearly no landmark 'rooms' meaning it's easy to get lost

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