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redmoon

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redmoon last won the day on December 24 2016

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About redmoon

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  • Birthday 06/19/89

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  1. Fixed!!!
  2. Also church and Player vs Player are not working for me
  3. well... in Italy, some time ago, i was playing in HoP... One man was doing attacks every hour for 3 days, without bot (I'm pretty sure of that) The week after I putted the bot doing attacks... 7 days no stop, no ban... in Italy they are pretty stupid as team XD
  4. Since we are a community that wants to be different from all the others, here is another program, in addition to bitefight bot, which rarely find online (in the case of bots is impossible that you find it, because we are the ONLY havin' it). If you have ever played the game CreeperWorld 2 and you are stuck at some level, this trainer is right for you First of all, you need to have installed Cheat Engine v6.2 (I somehow doubt that the other functions). To run the trainer, you must first open the downloaded file: Creeper World 2.TC It will open Cheat Engine directly (in fact trainer is a cheat table for CE) At this point, start Creeper World 2 and, returning to CE click the small button on top, depicting a pc, and open the process of CW2. Once that is done, start a level CW2 (the trainer is active only while you are on one level) pause the game, go back to CE, click Active and wait CE to expand the menu. Set everything as you want and then remember to click Active on the code you want to use Edit: I've attached the trainer here! Because on Cheat Engine forums doesn't exist anymore Creeper World 2 (1).ct
  5. Developer(s) IO Interactive - Nixxes Software (PC) Publisher(s) Square Enix Director(s) Tore Blystad Artist(s) Visual Works (CGI) Series Hitman Engine Glacier 2 Version 1.00 Platform(s) Microsoft Windows - PlayStation 3 - Xbox 360 - Cloud (OnLive) Release date(s) November 20, 2012 - JP January 24, 2013 Genre(s) Action-adventure, stealth Mode(s) Single-player, asynchronous multiplayer, (third-person view) IO Interactive tapped into something unique in 2000 when Hitman: Codename 47 was released. There's always been this vision in popular entertainment of the well-dressed, urbane contract killer, and 47 emobodied that vision perfectly. Each new hit amounted to a murderer's sandbox, with makeshift weapons, disguises, and environment-specific features that all existed for the singular purpose of pulling off an improbable kill. Now, more than a decade later, IO Interactive returns to the universe that launched the studio with Hitman: Absolution. The sandbox is much bigger and more elaborate now, but the song remains the same. Kill your target and don't be seen. http-~~-//youtu.be/yhXFhKbihI0 Hitman: Absolution dives deep into the series' established fiction, though you won't need any kind of background with the previous games to figure out what's going on. An intro cutscene lays out the basic setup, which establishes that Agent 47's former handler, Diana Burnwood, went rogue in the time leading up to the game. She blew the whistle on 47's empoyer, the ICA. and the newly re-formed organization now wants her dead. You quickly learn in the game's prologue that there's more to Diana turning on her former employer than a crisis of conscience over what the ICA represents. She's also protecting a young woman named Victoria. It's not clear why the girl or the USB drive-looking necklace that she wears is so important, but you eventually come to learn that it ties in with 47's own origins at a professional hitman. The story's execution is surprisingly tight given the length of the game (around 15-20 hours on the Normal difficulty). This isn't groundbreaking storytelling, but it's a perfectly competent noir-ish thriller with some light sci-fi thrown in. More importantly, the plot never falls into the trap of becoming too convoluted. There's always a clear picture of the action driving 47 from location to location, especially now that the proceedings amount to more than a loosely connected series of contracted murders. You'll take out your fair share of miscreants, of course, but you'll also find yourself on the run from the cops, embarking on fact-finding missions, and breaking out of capture situations. The unfolding plot aligns various forces against 47, which in turn serves to throw a variety of obstacles into your path, on both sides of the law. Fundamentally, Hitman: Absolution is the same game that it's always been. It's bigger for sure, offering a lot more flexibility in terms of how you approach any given situation. New features like Point Shooting -- which functions much like Splinter Cell: Conviction's Mark and Execute feature -- give a boost to the more action-packed side of the game, but a "proper" Absolution playthough still avoids violence almost entirely, except where specific targets are concerned. Same as it ever was. While you'll still use many of the same tools that 47 always has -- a garrote, those signature Silverballer pistols, a variety of disguises -- there's one major addition to the toolbox that fundamentally alters the way you approach the game: Instinct. Pressing and holding a button (RB on an Xbox 360 controller) layers an enhanced view on top of the existing world, similar to Batman: Arkham Asylum/City's Detective Mode. Using Instinct, you are able to see outlines of enemies and innocents alike in your immediate vicinity, even if they're on the other side of a wall. The range won't cover most of Absolution's large maps, but it's certainly large enough to work with when planning your stealthy advance. Instinct also highlights the movements of enemy patrols, allowing you to see who's coming and where they're headed. Instinct is a game-changing feature, particularly on the lower difficulty settings (a "Purist" difficulty removes it entirely, along with everything other than your crosshair). It isn't foolproof, since you still can't predict when someone's going to suddenly turn around a see your sneaking, bald-headed self creeping up. It's also not terribly useful when you hide away in a dumpster or locker due to (seemingly unnecessary) limitations placed on your field of view in those circumstances. In addition to giving you a clearer view of the world around you, Instinct also has more direct uses. For stealthy play, you can "spend" Instinct (via a diminishing on screen meter) to blend in when you're wearing a disguise. An enemy guard might realize you're not part of the team when he sees you disguised as one of his fellow lackeys, but using Instinct as you walk past effectively keeps your cover from being blown. The possibilities for social stealth are greatly enhanced by this. Agent 47 sticks out in any crowd when he's wearing his trademark suit and tie, but the combination of a disguise with Instinct allows you to navigate your way through hostile environments that would have been impossible to explore in earlier games. Credit goes as well to the Glacier 2 engine that powers Absolution. Every one of the game's 50+ discrete environments is brimming with life and personality, as well as any number of points of interaction. There are makeshift weapons to be found, shortcuts and secret access points accessible via ledges and air ducts, distraction opportunities... so much that it's almost daunting. Replay value is at an all-time high in the campaign since you can approach any challenge in a ridiculous variety of ways. There are even dangling carrots to keep you going after that "perfect hit" in each mission. Any given map that you explore comes with a set of challenges, some of which are conflicting. Completing one might involve wearing every disguise available in that area while another might call for you to make it through without ever abandoning your suit. Completing these unlocks disguises and improves 47's skills, making him more effective in both the campaign and the new Contracts mode. Contracts is essentially Hitman's own take on H.O.R.S.E.. Instead of lining up impossible basketball shots, you're trying to best the Hitman-playing community with an impossible kill challenge. The catch is that you've got to complete the hit (or hits) yourself first. Creating a Contract is easy enough. You select a map pulled from any of the chunks of campaign that you've played through already. Once you're in, you find whoever you'd like to target for your hit, mark him or her (with a Y button press), and execute the kill in the manner of your choosing. Contracts automatically tracks the type of weapon used, the disguise you're wearing, whether or not the body was hidden, and the like, setting these as optional kill objectives for those who would take on your Contract. What's really neat about Contracts is the way it fundamentally changes how you approach the game. You're stepping into the map of your choosing with no specific goal beyond "select up to three targets and kill them however you like." Instead of trying to out-think an AI-controlled enemy force, you're working to develop enough of an understanding of the AI's inner workings to create advantageous kill scenarios that are difficult for others to replicate. That said, Contracts still could have used more depth. You might, for example, want to set a kill condition that involves using a specific, unique revolver that is only found on the map you've selected. Contracts only recognizes firearms by class, however, which means that any revolver will satisfy the optional kill objective. There's also no way to have a contract condition depend on the murder happening in a specific location. These are small complaints given how flexible and entertaining Contracts is in its current, finished form. You earn money for completing contracts that can then be spent on new disguises and upgrading a select assortment of Agency weapons, but the dangling carrots are secondary to the raw level of fun that you'll just have taking on friends' contracts and pitting them against your own. Hitman: Absolution is a triumph, top to bottom. Fans of the series can look forward to the best entry yet, without question. In a year that has already seen some of the best stealth games of this generation, veteran developer IO Interactive delivers an experience that still manages to stand out. This is an outstanding effort from the veteran developer, and an absolute must-play for anyone who embraces the thrill of striking from the shadows and slipping away unseen. Gameplay http-~~-//youtu.be/wrE36PeQgKE
  6. Far Cry 3's intelligent and elegant open-world structure balances exciting action with the joys of free-form adventuring, making it one of the best shooters of the year. Developer(s) Ubisoft Montreal Additional work by: Ubisoft Massive - Ubisoft Reflections - Ubisoft Shanghai - Ubisoft Red Storm Publisher(s) Ubisoft Producer(s) Dan Hay Designer(s) Jamie Keen Writer(s) Jeffrey Yohalem Composer(s) Brian Tyler Series Far Cry Engine Dunia Engine 2 using Havok physics Version 1.04 (PC) - 1.02 (consoles) Platform(s) Microsoft Windows - PlayStation 3 - Xbox 360 Release date(s) AU November 29, 2012 EU November 30, 2012 NA December 4, 2012 JP March 7, 2013 Genre(s) First-person shooter, action-adventure, open world[9] Mode(s) Single-player, multiplayer Media/distribution Optical disc, download Far Cry 3 is a delightful and harsh tropical wonderland, crawling with wildlife and threatened by the pirates and drug runners that disrupt its peace. The troubled paradise you explore is colorful and wild, enticing you to investigate its ravines and discover new ways to enjoy the open-world playground sprawling in front of you. This is a game that ignites the desire to complete every last challenge and check out every last icon on your map. You gradually journey across the entirety of two sunny and sinful islands, hunting for rare game, speeding medicine to needy communities, and skinning sharks so that you might craft new wallets with their hides. Far Cry 3 is an excellent game, marred mainly by some irritating design elements and an inconsistent story that often defaults to generic "tribal" cliches to make an impact. http-~~-//youtu.be/J6gnOVJsCsM When the story leaves those cliches behind for deeper territory, however, it does manage to communicate ideas of substance. It takes many hours for its themes to come together in a coherent way--yet in certain aspects, the incoherence makes sense. As protagonist Jason Brody, your initial quest to rescue your friends from a chaotic and truly frightful pirate named Vaas turns into a personal journey blurred by drugs, and fueled by the desire to follow a new and exciting spiritual path. Those friends are too shallow for you to care much about them, which keeps the story at arm's length for a good half of the game. But his friends' shallowness ultimately allows Jason to take a guilt-free look inward, as he grows further mesmerized by the customs of the local Rakyat tribe that takes him under its wing. You might see the narrative curveballs coming after a while, but the trippy manner in which certain events unfold effectively blurs the lines between reality and Jason's occasionally drug-addled imagination. Nonetheless, narrative oddities stand out. Some of Jason's friends are strangely unaffected by the horrors inflicted upon them. The game quickly glosses over an event that would make most of us emotional wrecks, making Jason's proclamations that the issue was harder to deal with than he expected ring hollow. Some moments seem made to be shocking for the sake of shock alone--not because they develop the world or its characters--but Far Cry 3 isn't so much about story as it is about its world, and the ways you exploit it for your own personal enjoyment. Story missions have you navigating caves and holding off enemies in modern shooter fashion, but out in the wild, you have an entire paradise to tame. And it's that lush and menacing world that makes Far Cry 3 utterly enthralling. The game is big, certainly, but where Far Cry 2 could feel aimless, its sequel feels more focused without ever losing its sandbox appeal. One core activity may sound familiar to returning fans: you shoot up enemy outposts so that you may liberate them, turning them into safe zones where you can load up on ammo and other supplies. These camps also serve as quick-travel points, lessening the tedium of driving from one objective to the next. Early on, freeing an outpost can be remarkably easy: you shoot down a handful of pirates, and the flag is raised declaring the camp as the Rakyat's. Further in, however, you must put Far Cry 3's diverse possibilities to intelligent use. One consideration: you must be aware of an outpost's alarm. Should a pirate trigger it, reinforcements arrive in a matter of seconds, so you might want to sneak in and deactivate the alarm system. Or, you could snipe the individual alarms, though shooting one does not deactivate others. Caged leopards and bears can be freed with a single shot, granting you a temporary ally in your quest for vengeance. Consider using a C4 charge and luring a small group of pirates to an explosive demise, or using a flamethrower to char evil henchmen to a crisp. That same flamethrower can lay waste to vegetation and effectively create moats of fire that can keep combatants at bay. (Well, some combatants, anyway.) Near the end of the game, your foes can put up quite a fight, and be great in number, so Far Cry 3 doesn't just give you the tools to be creative; it ultimately demands you use them to survive. You don't have to conduct your business so loudly and dramatically, however: Far Cry 3 gives you ample opportunity to be stealthy and sometimes outright requires it. Forced stealth, such as that seen in a later-game mission that fails you the moment you are discovered, isn't that enjoyable. Fortunately, sneaking about is usually a blast, because it pays off in a brutal takedown of your unsuspecting target. Such moments are even greater once you have earned certain powerful abilities, such as the one that allows you to assassinate a pirate and toss a blade into another's skull in a single, effortless move. Liberating outposts is only one of many activities to pursue in Far Cry 3. To reveal more of the map and gain access to free weapons, you climb radio towers and hack their transmitters. The entire concept is clearly inspired by the Assassin's Creed series, and no wonder, considering both games were created by the same development studio. First-person platforming is a frequent frustration in shooters--but Far Cry 3 makes it a delight. The tower creaks and groans as you climb ladders, make a few well-timed leaps, grasp some ledges, and ultimately arrive at the pinnacle. After you make a few hardware adjustments to the transmitter, the camera zooms to several points of interest, and you can make a breathless descent to the ground via zip line. There's so much more out there: hunting missions that give you a bow and arrow or a shotgun, perhaps, and send you after rare creatures. You can jump on an ATV or behind the wheel of a truck for a timed medicine run that showcases Far Cry 3's bouncy vehicles--and how they respond authentically to the bumpy terrain. Some challenges compare your performance to other players via the game's online leaderboards; others require you to murder a specific target using your knife. These activities are tied together in smart ways, with one task often leading you to another hunting challenge, a vehicle to race, or even a cave to investigate. Gameplay http-~~-//youtu.be/aXVuF3IWSSA
  7. Developer(s) Capcom Publisher(s) Capcom Director(s) Eiichiro Sasaki Producer(s) Hiroyuki Kobayashi - Yoshiaki Hirabayashi Designer(s) Jiro Taoka Artist(s) Soji Seta Writer(s) Shotaro Suga Series Resident Evil Engine MT Framework Version 1.03 Platform(s) PlayStation 3 - Xbox 360 - Microsoft Windows Release date(s) PlayStation 3 & Xbox 360: October 2, 2012 JP October 4, 2012 Microsoft Windows March 22, 2013[1] Genre(s) Third-person shooter[2][3][4] Mode(s) Single-player, multiplayer Media/distribution Optical disc, download Resident Evil 6 known as Biohazard 6 in Japan, is a third-person shooter video game in the Resident Evil series, developed and published by Capcom. Capcom defines the game's genre as "dramatic horror", however there is disagreement among reviewers whether this installment belongs in survival horror genre. It was released for the PlayStation 3 and Xbox 360 on October 2, 2012. The Microsoft Windows version is currently in development. The story is told from the perspectives of Chris Redfield, a former member and founder of the BSAA traumatized by a failed operation, Leon S. Kennedy, a Raccoon City survivor and agent for the U.S. government, Jake Muller, illegitimate son of Albert Wesker and associate of Sherry Birkin, and Ada Wong, a freelance agent framed for the bio-terrorist attacks by Neo-Umbrella. They must all confront the force behind a massive bio-terrorist attack with the newly developed C-virus in cities across the world. Resident Evil 6 allows players to select between three scenarios with connected storylines, each with their own intentionally different design. Each scenario follows one of three main protagonists - Leon S. Kennedy, Chris Redfield and Jake Muller. The player characters from each scenario will have their own partners which are controlled by either the computer AI or another human player via local or online multiplayer. When playing in single player, the player can allow another player to join in online at any time and inventories are now kept separate from each other. A fourth scenario is unlocked after the player has finished the other three, in which the player controls Ada Wong (without a partner). The game also features the Mercenaries mode, where players fight hordes of enemies, and the Agent Hunt mode which allows players to take control of random enemies in other people's games. Sources: http://en.wikipedia.org/wiki/Resident_Evil_6