02-27-2008, 11:07 PM | #41 | |
Time Lord, Doctor
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Quote:
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02-28-2008, 01:44 AM | #42 |
Join Date: Apr 2007
Location: Hiram, GA
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Noooo....don't ask that! It's bound to be disturbing.
BTW it is done yet Gambit |
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02-28-2008, 05:12 AM | #43 |
Join Date: May 2007
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Can you play AC/DC's Jailbreak after a cap?
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02-28-2008, 04:30 PM | #44 |
Holy shit, thats kerrigan!
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new screens i think? nice job!
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02-28-2008, 06:10 PM | #45 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
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not new just didnt add them with the other ones. thats a room you cant enter, just see through the windows. yes i'm aware that you can see through the window in that SS as if it has a big gap. looking at it from the other side you cant as it is perfectly fit in the model(front of model).
again you'll never get in there, without noclip anyway...
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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02-28-2008, 07:04 PM | #46 |
Holy shit, thats kerrigan!
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well damn it looks good. hope you finish it soon!
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02-28-2008, 07:08 PM | #47 |
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i demand a secret passage to get in there and get unagi damage! offense only!
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02-28-2008, 07:35 PM | #48 |
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There is one...but it's a secret!
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02-28-2008, 07:40 PM | #49 |
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i thought about making that wall detpackable for either:
1.) fun, extra room 2.) use as alternate route from library to area just before nade bag, by ladder.
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02-28-2008, 07:42 PM | #50 |
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i think 2 is a good idea. i hate seeing stuff in maps that i just cant get to, that is so fucking frustrating!
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02-28-2008, 07:48 PM | #51 |
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i dunno. im really wanting to extend the underground route(as in add another tunnel to it, branching off somewhere), i think that would be better. not sure where to bring it out though.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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02-28-2008, 07:53 PM | #52 |
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I think that's going to be too many detpacks...I mean as it is you have 2 which means a demo needs to come over at least twice in one match / round and drop a detpack.
Adding another one seems too much IMO...does it have to be detpacked? Couldn't it just be left as an alternative route?
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02-28-2008, 07:56 PM | #53 |
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2 is not to many detpacks, especially now that when you cap your given another detpack(if you've already used one)....
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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02-28-2008, 07:59 PM | #54 |
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or if i add the 2nd route after the section you blow, then thats 1 detpack, then another at the yard...same amount of det's as tfc, but with an additional route....
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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02-28-2008, 08:02 PM | #55 |
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In the TFC version of rock2, a demo needed 2 detpacks, one to clear the tunnel, the next to blow the yard. Obviously the yard was optional, and I didn't personally like it when it was blown because you couldn't move so freely under ground. Perhaps you could sort of do the same with another branch GambiT. Have a tunnel to be cleared, then there's a fork, one goes to the gas chamber, the other to where the key is, maybe coming out from a vent, or grate in the floor.
Haha, forget what I said, you just said it...LOL, we think a lot alike... If you haven't seen the movie The Rock with Sean Connery and Nicholas Cage, you should watch it for some inspiration, some pretty cool things you could do. Last edited by Rutabeggar; 02-28-2008 at 08:33 PM. |
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02-28-2008, 09:08 PM | #56 | |
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Quote:
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02-28-2008, 10:45 PM | #57 |
Time Lord, Doctor
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I still like the idea of having an access point to the library (and thus the key) from underground like in Q3F/ETF. No extra detpack required.
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02-28-2008, 11:00 PM | #58 |
Join Date: Sep 2007
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stick true to rock2 TFC, Now we cant build sg's on the roof of the towers anymore haha but 2 detpacks is really nice
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02-29-2008, 02:32 AM | #59 |
Time Lord, Doctor
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DarkieJ, Why do we have to stick true to TFC? This mod isn't necessarily a port of TFC to Source... Seems like you are forgetting other generations of TF hence the originals and the later ones that weren't taken in/created by Valve.
K as mentioned in the beta thread, the hidden library entrance was not in QTF/QWTF Rock2 however the generator was. I just loaded up rock2 moments ago and it is definitely there. Got zapped by the lasers even. |
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02-29-2008, 02:36 AM | #60 |
Holy shit, thats kerrigan!
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i hope not. stick true to TFC, but not uber-stick. i want some "major" changes such as new routes etc, but dont go around adding weird security or laz0rz where there not supposed to be.
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