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Old 10-11-2007, 08:48 PM   #81
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I was not trying to tell you to fix it, i was telling him why i didnt want to demo it with 1 conc. Also, i did not mean it sent me back to the beginning everytime, I meant it dd not push me to the roof everytime. I would say it was half tele back and half pushed me out but one time it pushed me all the way to the roof.
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Old 10-15-2007, 12:15 AM   #82
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Ok, after having played through it, some comments.

1. aaatrigger texture shows on the radio in the train station waiting area.

2. On the jump with the fan, the flat open sky area looks unprofessional. Add a fence at least.

3. Not enough pie.

4. Otherwise a great map. The whole fence around the hole on #11 was rather gay, but otherwise it was extremely fun, and a good opportunity to flex FF concing.
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Old 10-15-2007, 12:26 AM   #83
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Old 10-15-2007, 12:29 AM   #84
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^-Me too but I was stuck on jump 3.
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Old 10-15-2007, 12:29 AM   #85
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Yes he was .
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Old 10-15-2007, 05:42 PM   #86
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Thanks for the feedback

1. Aaatrigger texture was suppose to be a button before, untill i forgot about it.

2. I actually had a fence there before, covering all of the roof, but that made the fan way to dark and i didnt want to ruin the jump by adding to many lights.

3. I know :/

Glad you like it, ill put some more time into the next concmap when im not as time preassured as i was this time.
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Old 10-15-2007, 08:22 PM   #87
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Sounds good. I meant the fence at the beginning of the jump, where one of the walls is just sky. I quite like the lack of fencing at the top, makes it seem more precarious, like a ventilation system would be.

But that fan was just plain annoying.
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Old 10-16-2007, 05:23 PM   #88
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Oh i see, well.. that was actually becouse my creativity let me down. I wanted to make cliff wall instead but it never happend for some reason! And the fan.. its a stupid part of the jump, mostly there to make the whole thing harder. However i could have made it not solid due to the fact that the jump already is hard (a little).
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Old 10-17-2007, 02:13 PM   #89
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True there. Need to get some dang good timing if you want the strafe to be easy with default air accel. But overall it was a very fun and challenging map. I think the one after that one... where you drop down a bit and shoot up through the massive tube, really reminded me of TFC concing, and it was great to be able to work through with it. Last one took me awhile, but I finally got it.
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Old 10-17-2007, 10:19 PM   #90
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Looks great, can't wait to give it a shot! Keep up the work, we could all use more good concmaps.
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Old 10-18-2007, 04:18 PM   #91
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Yeah, as you might have noticed Jump 10 (the big tube) is the only "big jump". The rest is quite narrow and takes lot of prestge to pull off. Once again, im glad you like it!

How00187: Thank you!
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Old 10-18-2007, 05:18 PM   #92
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More goodies at the end TBH...

Great map, took me a while to beat it. I'm definitely lookinf forward to seeing more maps like this in the near future.
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Old 10-19-2007, 04:48 PM   #93
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Thanks, i will proceed mapping until i get tired of it!
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Old 09-28-2010, 09:15 PM   #94
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So basicly in the process of adding Quad team in this map in my servers, i found out that the map is missing .res file for servers, so I did it, if you want your server to download to clients all the stuff make a .res file with this stuff inside.

"resources"
{
"materials/custom/sig_euroskillz.vmt" "file"
"materials/custom/sig_euroskillz.vtf" "file"
"materials/custom/sign_charybda.vmt" "file"
"materials/custom/sign_charybda.vtf" "file"
"materials/vgui/loadingscreens/ff_charybda.vmt" "file"
"materials/vgui/loadingscreens/ff_charybda.vtf" "file"
"sound/ff_charybda/ambient_1.wav" "file"
"sound/ff_charybda/ambient_2.wav" "file"
"sound/ff_charybda/ambient_3.wav" "file"
"sound/ff_charybda/bdoor_close.wav" "file"
"sound/ff_charybda/bdoor_move.wav" "file"
"sound/ff_charybda/car_idle.wav" "file"
"sound/ff_charybda/drip.wav" "file"
"sound/ff_charybda/generator.wav" "file"
"sound/ff_charybda/jump9fan.wav" "file"
"sound/ff_charybda/sdoor_close.wav" "file"
"sound/ff_charybda/sdoor_open.wav" "file"
"sound/ff_charybda/steam.wav" "file"
"sound/ff_charybda/train_alarm.wav" "file"
"sound/ff_charybda/train_brake.wav" "file"
"sound/ff_charybda/train_horn.wav" "file"
"sound/ff_charybda/train_idle.wav" "file"
"sound/ff_charybda/train_move.wav" "file"
"sound/ff_charybda/train_startup.wav" "file"
"sound/ff_charybda/traindoor_close.wav" "file"
"sound/ff_charybda/traindoor_move.wav" "file"
"sound/ff_charybda/trainstation_indoor.wav" "file"
"sound/ff_charybda/wdoor_close.wav" "file"
"sound/ff_charybda/charybda.wav" "file"
"sound/ff_charybda/wdoor_open.wav" "file"
"sound/ff_charybda/windmill.wav" "file"
"maps/ff_charybda.txt" "file"
"maps/ff_charybda.res" "file"
"maps/ff_charybda.lua" "file"
"maps/ff_charybda.bsp" "file"
}
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