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Old 11-10-2009, 05:03 AM   #1
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ff_haberton

It's an experimental oddity for small teams. It's gameplay-wise a sort of mish-mash but mostly CTF.

Screenies:

This is a generator owned by the red team. If a blue player hits the switch this generator will shut down and the corresponding blue generator(behind the red generator in this view) will start up in 10 seconds.

Generators award 1 point every 6 seconds they are active.



Far view.



Jump pads through the central column.



In the foreground is a jump-pad that can take you to the upper floor.

The shield instagibs players who touch it; it is not closed up top. If the team has at least one active generator the shield will be active.

The turret activates if both generators are up. Its range has been limited; it covers the flag and the spawn.

Normal: ff_haberton_v1.rar

.BZ2 compressed for sv_fastdownload: ff_haberton_v1_bz2.rar (someone really ought to check that I've done this correctly)

Last edited by Soylent; 11-10-2009 at 05:10 AM. Reason: eta
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Old 11-10-2009, 07:03 AM   #2
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Wow this map looks like a lot of fun!
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Old 11-10-2009, 08:03 AM   #3
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I'm liking the originality - I'll check it out when I get time
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Old 11-10-2009, 08:23 AM   #4
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Very cool idea.
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Old 11-10-2009, 10:32 AM   #5
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map crashes my server when I change to it.
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Old 11-10-2009, 02:34 PM   #6
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Quote:
Originally Posted by MonoXideAtWork View Post
map crashes my server when I change to it.
It'd be great if you could be more specific. Ugh, I might have to set up a dedicated server just to try this.
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Old 11-10-2009, 03:32 PM   #7
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I will try.

I extracted the files to the ftp, insuring that the files kept their paths.

Upon sm_map changes, while connected, I am displayed with "server is changing map"

Eventually my client will timeout, and upon reconnect, my server is on the starting map.

Changing via hlsw rcon, I am able to watch the server's status, and ping spikes to 200, and the server never changes map.

This is a windows server.

My server is mono's happy funtime, let me know if you want to test and I'll make it happen.

Last edited by MonoXideAtWork; 11-10-2009 at 03:33 PM.
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Old 11-10-2009, 04:30 PM   #8
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I'm very green when it comes to dedicated servers, so I'll be rather explicit even if it sound daft.

Quote:
Originally Posted by MonoXideAtWork View Post
I will try.

I extracted the files to the ftp, insuring that the files kept their paths.
You are refering to ftp'ing the unpacked version of the files to the dedicated server, not ftp'ing the bzipped files to a webserver to allow fast downloading, correct?

Quote:
Originally Posted by MonoXideAtWork View Post
Upon sm_map changes, while connected, I am displayed with "server is changing map"

Eventually my client will timeout, and upon reconnect, my server is on the starting map.

Changing via hlsw rcon, I am able to watch the server's status, and ping spikes to 200, and the server never changes map.

This is a windows server.

My server is mono's happy funtime, let me know if you want to test and I'll make it happen.
Thank you. Unfortunately I'm not sure if it's any help.

I'm trying to set up a dedicated server to try it myself, so I can try a bunch of things without bothering anyone.

I think I may have an answer though. My map uses a couple of models from "source 2007 shared models.gcf". Is it wrong to assume that the server has access to these?

Is it safe to assume that all players who have access to any source engine game, either HL2 or HL2 ep1 or HL2 ep 2 or CS:S or TF2 or Portal, will have the source 2007 shared <x>.gcfs?

Last edited by Soylent; 11-10-2009 at 04:48 PM. Reason: clarification
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Old 11-10-2009, 05:38 PM   #9
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We are not on the 2007 (OB) engine, we are on the Episode 1 engine, so that might be your problem.

The servers likely don't have those assets, and it might be safe to assume that OB models can't be loaded into the EP1 engine.
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Old 11-10-2009, 06:39 PM   #10
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Holy shit man nice work. It's been a long time since I've seen such originality, and executed well.
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Old 11-10-2009, 06:47 PM   #11
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Quote:
Originally Posted by squeek. View Post
We are not on the 2007 (OB) engine, we are on the Episode 1 engine, so that might be your problem.

The servers likely don't have those assets, and it might be safe to assume that OB models can't be loaded into the EP1 engine.
Nah, the map runs fine on a listen server with no missing models or erroneous collisions.

I have HL2/CS:S and portal; I don't have EP1 or OB, but I still have the source 2007 shared <x>.gcfs. These models are all from standard HL2.

Here are all the models my map is using:

models/props_combine/weaponstripper.mdl
models/combine_room/combine_monitor002.mdl
models/props_wasteland/lighthouse_fresnel_light_base.mdl
models/props_c17/substation_circuitbreaker01a.mdl
models/props_vents/vent_cluster007.mdl
models/props_vents/vent_cluster001.mdl
models/props_vents/vent_large_straight001.mdl
models/props_vents/vent_large_blower002.mdl
models/props_vents/vent_medium_straight001.mdl
models/props_vents/vent_large_corner002.mdl
models/props_combine/combineinnerwallcluster1024_003a.mdl
models/props_combine/combine_fence01a.mdl
models/props_combine/combine_fence01b.mdl

models/props/ff/ff_handrail_1_128.mdl <- standard ff model.
models/props/ff_shutdown2/sd2_support.mdl <- this is quite rude, should make my own eventually. standard map, everyone has this.

(ETA: I found a bunch of models I had overlooked, they were HL2 or FF models too)

I have installed a the dedicate source server as stand-alone from steam using the hldsupdatetool to get hl2mp and copying over the ff 2.4 server directory. I can find all the models with the correct path in the hl2mp/hl2/models folder. I haven't got around to running the server yet(see my custom title for reference).

So here's my next question. Does the dedicated server know about the contents of the ./hl2/models folder when it runs?

Last edited by Soylent; 11-10-2009 at 10:12 PM. Reason: correction
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Old 11-10-2009, 08:44 PM   #12
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I think I might have failed to precache some gui elements correctly and I'm going to check that next(but this ought to have crashed a listen server too, right?)

This is what the HLSDS console says(doesn't help if I move the models over and drop 'em in the FF folder):
Code:
//First try a working, standard map
Client "soylent" connected (85.227.191.254:27006)
[VERSION] Server:  2.4
say Hello world
Console: Hello world
Soylent: Hello self
changelevel ff_shutdown2
Server logging data to file logs\L1110003.log
Error: Material "effects/com_shield002a_red" : proxy "TextureScroll" not found!
Error: Material "effects/com_shield002a_red" : proxy "TextureScroll" not found!
Error: Material "ff_shutdown2/ff_anim_electricity_red" : proxy "AnimatedTexture" not found!
Error: Material "ff_shutdown2/ff_anim_electricity_blue" : proxy "AnimatedTexture" not found!
Error: Material "maps/ff_shutdown2/ff_push/water_puddle_cheap_357-2352_124" proxy "AnimatedTexture" not found!
Error: Material "maps/ff_shutdown2/ff_push/water_puddle_cheap_357-2352_124" proxy "TextureScroll" not found!
Error: Material "maps/ff_shutdown2/ff_push/water_puddle_cheap_357-2352_124" proxy "WaterLOD" not found!
Error: Material "maps/ff_shutdown2/ff_push/water_puddle_cheap_357-2352_124" proxy "AnimatedTexture" not found!
Error: Material "maps/ff_shutdown2/ff_push/water_puddle_cheap_357-2352_124" proxy "TextureScroll" not found!
Error: Material "maps/ff_shutdown2/ff_push/water_puddle_cheap_357-2352_124" proxy "WaterLOD" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "PlayerProximity" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Subtract" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Clamp" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Clamp" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "PlayerProximity" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "GaussianNoise" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Subtract" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Multiply" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Equals" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Add" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "Sine" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_933_-2884_665" : proxy "TextureScroll" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "PlayerProximity" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Subtract" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Clamp" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Clamp" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "PlayerProximity" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "GaussianNoise" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Subtract" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Multiply" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Equals" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Add" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "Sine" not found!
Error: Material "maps/ff_shutdown2/effects/combineshield/comshieldwall2_1689_-2881_470" : proxy "TextureScroll" not found!
Error: Material "nature/water_canals_waterbeneath2" : proxy "AnimatedTexture" not found!
Error: Material "nature/water_canals_waterbeneath2" : proxy "TextureScroll" not found!
Error: Material "nature/water_canals_waterbeneath2" : proxy "WaterLOD" not found!
[SCRIPT] Attempting to start up the entity system...
[SCRIPT] Entity system initialization successful.
[SCRIPT] Loading Lua File: maps/includes/base.lua
[SCRIPT] Succesfully loaded maps/includes/base.lua
[SCRIPT] Loading Lua File: maps\ff_shutdown2.lua
[SCRIPT] Loading Lua File: maps\includes\base_shutdown.lua
[SCRIPT] Loading Lua File: maps\includes\base.lua
[SCRIPT] Successfully loaded maps\includes\base.lua
[SCRIPT] Loading Lua File: maps\includes\base_ctf.lua
[SCRIPT] Loading Lua File: maps\includes\base_teamplay.lua
[SCRIPT] Successfully loaded maps\includes\base_teamplay.lua
[SCRIPT] Successfully loaded maps\includes\base_ctf.lua
[SCRIPT] Loading Lua File: maps\includes\base_teamplay.lua
[SCRIPT] Successfully loaded maps\includes\base_teamplay.lua
[SCRIPT] Loading Lua File: maps\includes\base_location.lua
[SCRIPT] Successfully loaded maps\includes\base_location.lua
[SCRIPT] Loading Lua File: maps\includes\base_respawnturret.lua
[SCRIPT] Successfully loaded maps\includes\base_respawnturret.lua
[SCRIPT] Successfully loaded maps\includes\base_shutdown.lua
[SCRIPT] Successfully loaded maps\ff_shutdown2.lua
[EnSys] Entity System Helper Spawned
Executing dedicated server config file
SoundEmitter: adding map sound overrides from maps\ff_shutdown2_level_sounds.txt [4 total, 0 replacements, 0 duplicated replacements]

SV_StartSound: npc/headcrab/headcrab_burning_loop2.wav not precached(0)
SV_StartSound: ambient/fire/fire_small_loop2.wav not precached(0)
SV_StartSound: npc/headcrab/headcrab_burning_loop2.wav not precached(0)
SV_StartSound: ambient/fire/fire_small_loop2.wav not precached(0)
SV_StartSound: npc/headcrab/headcrab_burning_loop2.wav not precached(0)
Server logging enabled.
Server logging data to file logs\L1110004.log
couldn't exec ff_shuftdown2.cfg
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB
-------------- Omni-bot Init ----------------
[color=#ff0000]Omni-bot Loading: LoadLibrary Failed with Error: Det går inte att hitta den angivna modulen.
Omni-bot Loading: Looking for omni-bot\omnibot_ff.dll,
Omni-bot Loading: LoadLibrary Failed with Error: Det går inte att hitta den angivna modulen.
Omni-bot Loading: Looking for .\omni-bot\omnibot_ff.dll,
Omni-bot Loading: LoadLibrary Failed with Error: Det går inte att hitta den angivna modulen.[color=#ff0000]
Omni-bot Loading: Looking for omnibot_ff.dll,
-------------------------------------------
Inserted trigger_ff_script with no model
Inserted trigger_ff_script with no model
// Changing to my map:
changelevel ff_haberton
SoundEmitter:  removing map sound overrides [4 to remove, 0 to restore]
Server logging data to file logs\L1110005.logs
[SCRIPT] Attempting to start up the entity system...
[SCRIPT] Entity system initialization successful.
[SCRIPT] Loading Lua File: maps/includes/base.lua
[SCRIPT] Successfully loaded maps/includes/base.lua
[SCRIPT] Loading Lua File: maps\ff_haberton.lua
[SCRIPT] Loading Lua File: maps\includes\base_ctf.lua
[SCRIPT] Loading Lua File: maps\includes\base_teamplay.lua
[SCRIPT] Successfully loaded maps\includes\base_teamplay.lua
[SCRIPT] Successfully loaded maps\includes\base_ctf.lua
[SCRIPT] Loading Lua File: maps\includes\base_respawnturret.lua
[SCRIPT] Successfully loaded maps\includes\base_respawnturret.lua
[SCRIPT] Successfully loaded maps\ff_haberton.lua
[EntSys] Entity System Helper Spawned
Executing dedicated server config file
SoundEmitter:  adding map sound overrides from maps\ff_haberton_level_sounds.txt [10 total, 0 replacements, 0 duplicated replacements]
SV_StartSound: npc/headcrab/headcrab_burning_loop2.wav not precached(0)
SV_StartSound: ambient/fire/fire_small_loop2.wav not precached(0)
SV_StartSound: npc/headcrab/headcrab_burning_loop2.wav not precached(0)
SV_StartSound: ambient/fire/fire_small_loop2.wav not precached(0)
SV_StartSound: npc/headcrab/headcrab_burning_loop2.wav not precached(0)
SV_StartSound: ambient/fire/fire_small_loop2.wav not precached(0)
Error: Material "sprites/glow_test01b" : proxy "lampbeam" not found!
Error: Material "models/props_combine/combine_fenceglow" : proxy "TextureScroll" not found!
Error: Material "models/props_combine/combine_fenceglow2" : proxy "TextureScroll" not found!
Server logging enabled.
Server logging data to file logs\L1110006.log
couldn't exec ff_haberton.cfg
//Then things really run off the rails...
Missing shutdown function for Sys_InitAuthentication() : Sys_ShutdownAuthentication()
Missing shutdown function for S_Init() : S_Shutdown()
Missing shutdown function for Decal_Init() : Decal_Shutdown()
Missing shutdown function for InitStudioRender() : ShutdownStudioRender()
Missing shutdown function for StaticPropMgr()->Init() : StaticPropMgr()->Shutdown()
Missing shutdown function for modelloader->Init() : modelloader->Shutdown()
Missing shutdown function for InitMaterialSystem() : ShutdownMaterialSystem()
Missing shutdown function for g_Log.Init() : g_Log.Shutdown()
Missing shutdown function for master->Init() : master->Shutdown()
Missing shutdown function for sv.Init( bDedicated ) : sv.Shutdown()
Missing shutdown function for g_GameEventManager.Init() : g_GameEventManager.Shutdown()
Missing shutdown function for NET_Init( bDedicated ) : NET_Shutdown()
Missing shutdown function for Key_Init() : Key_Shutdown()
Missing shutdown function for Filter_Init() : Filter_Shutdown()
Missing shutdown function for saverestore->Init() : saverestore->Shutdown
Missing shutdown function for COM_Init() : COM_Shutdown()
Missing shutdown function for V_Init() : V_Shutdown()
Missing shutdown function for cv->Init() : Cbuf_Shutdown()
Missing shutdown function for Con_Init() : Con_Shutdown()
Missing shutdown function for Memory_Init() : Memory_Shutdown()
Missing shutdown function for Host_Init( s_bIsDedicated ) : Host_Shutdown()
Missing shutdown function for Sys_InitMemory() : Sys_Shutdown()
Missing shutdown function for Sys_Init() : Sys_Shutdown()
Missing shutdown function for COM_InitFilesystem( info.m_pInitialMod ) : COM_ShutdownFileSystem()
utlmemory.h (322) : assertion failed: IsIdxValid(i)
It crashes just before it gets to the "Section [Scenes]: <x> resources total <y> bytes, <z.zz> % of limit (2.10 MB)" line.

Apparently there are people who have gotten a similar error message as a result of certain plugins; in a sporadic fashion, only on some maps.

Last edited by Soylent; 11-10-2009 at 09:20 PM. Reason: eta
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Old 11-10-2009, 08:59 PM   #13
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Nope. It still just crashes and burns when I remove all references to addhudicon(toall)

Last edited by Soylent; 11-10-2009 at 08:59 PM.
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Old 11-10-2009, 10:03 PM   #14
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Well, I'll be damned. It still crashes when I remove all prop_static and prop_dynamic from the entire map and recompile; remove all lua code except for the standard include files.
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Old 11-11-2009, 02:11 AM   #15
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I believe I have located the error to two non-essential ambient_generics. If I remove them and do a bsp + fast-vis the dedicated server appears to start normally without crashing and burning.

I figure the server has an allergic reaction to the .mp3 itself; I can hear it just fine on a listen server and I see nothing wrong with the level sounds or entity data.

ff_haberton_level_sounds.txt:

"haberton.howlingwind"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_120dB"
"wave" "ff_haberton/howlingwind.mp3"
}

ambient_generic data:
name: sound_howler
sound name: haberton.howlingwind
volume: 10
dynamic presents: none
start volume: 0
fade in time in seconds(0-100): 0
fade out time in seconds(0-100): 0
pitch: 100
start pitch: 100
spin up time(0-100): 0
spin down time(0-100): 0
LFO type: 0
LFO rate: 0
LFO mod pitch: 0
LFO mod vol: 0
incremental spinup count: 0
max audible distance: 800
sourcentityname:

all flags unchecked.
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Old 11-11-2009, 05:56 AM   #16
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Nope, still crashes eventually when I trigger another .mp3 sound, same error. I had a bunch of .wavs encoded to .mp3s to save a whole bunch of space. I'm going to have to redo this with some different encoder settings and set up a test map to systematically trigger each one of them to see that there are no crashes. It's probably going to have to wait a couple of days I'm afraid.
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Old 11-12-2009, 12:12 PM   #17
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closing thread, you can view all updates and revisions for this map in this thread(click).
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