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Old 05-27-2006, 06:06 PM   #221
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Wrong topic, sorry.

Last edited by o_player; 05-27-2006 at 06:34 PM.
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Old 05-27-2006, 10:19 PM   #222
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The front of base is supposed to be neat and tidy. However, there is one change I have in mind for where it joins with the rocks at it's sides. I will make it so that when looking straight at it from the front, the metal edge is perfectly straight (as it is now), but I will add a thin rim going back from the edge of the metal so that when seen from the side there is a little rim of metal which the rocks then overlap at a small random distance (like it is on the top of the window atm if you have seen the bsp). This will mean it will look nice and tidy but also much more rocky and realistic (as this is how if would most likely be done in reality).
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Old 06-09-2006, 08:25 AM   #223
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a pickup is lunch or not?
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Old 06-09-2006, 08:52 AM   #224
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Just thought I'd try a test compile to see if everything's ok after the SDK update that caused a few ppl problems. It seemed ok, apart from the areaportals. When I go through an areaportal in game it flickers to a really odd image corrupted with white dotted bits. I only did a fast vis and rad compile, so maybe a full compile will resolve it... Has anyone had this problem before please?
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Old 06-09-2006, 05:02 PM   #225
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caes
http://developer.valvesoftware.com/wiki/Sky_List
militia_hdr looks like a winner
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Old 06-11-2006, 10:07 PM   #226
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Looking like a piece of art, nice work.
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Old 07-22-2006, 12:30 PM   #227
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map looks very nice,great job
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Old 07-22-2006, 04:38 PM   #228
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Posted it in another thread but here goes:

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Old 07-23-2006, 06:46 PM   #229
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hahaha that's funny.
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Old 08-03-2006, 04:29 PM   #230
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I love this map...it's going to have nice flow to it for sure.
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Old 02-03-2007, 12:27 PM   #231
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/me takes out the revive pads and revives this thread.

UPDATES?!
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Old 02-03-2007, 09:17 PM   #232
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nothing new. everything that can be done without ff is done. just needs to be ported into ff, some textures replaced with the ff ones, and then play-tested and tweaked until we're happy with it all.

so basically, still waiting for ff!..
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Old 02-03-2007, 11:07 PM   #233
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be happy with the fact that FF hasnt come out yet Caesium. so far your map is my favorite but of course that's based entirely on aesthetics.

just hope that it doesn't turn into one of my least favorite maps when it comes to playability :P
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Old 02-05-2007, 04:53 PM   #234
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It will be fun, the wide open yard is a haven for concjumping mofos. It will take a doubleconc to make it from the conc balcony to the enemy base though.

The biggest bonus aardvark has is its wide open bases, that'll be fun as hell. I can't wait to play it.
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Old 02-05-2007, 05:40 PM   #235
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Lost, stop trying to act to innocent. You have FF, YOU CAN ALREADY PLAY IT!
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Old 02-05-2007, 06:34 PM   #236
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yea, but he would have to decompile it and rebuild it with ff entities and i dont think he would do that.....nvm.....even i would do it
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Old 02-06-2007, 04:38 AM   #237
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Quote:
Originally Posted by STA_SirTiger
Lost, stop trying to act to innocent. You have FF, YOU CAN ALREADY PLAY IT!
I can't play his map though, but I hopped on there recently and was mentally measuring what it'd be like ingame. We don't have as many completed maps to test as I'd like to play with, so its a nice change to evaluate other peoples maps from my own point of view with how I think it'd play ingame.

For instance, this one would be a fun open map to hop around and kick some ass on, epicenter will be a royal bitch with those tight corners and quick conc caps, but immensely fun with a smaller group of players. Hell, I'd love to play epicenter with real HL2DM gameplay, that would rock.
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Old 02-06-2007, 10:40 AM   #238
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Can you not spawn at an info_player_start in FF or what?
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Old 02-06-2007, 10:43 AM   #239
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Youd think it would be used for level overview when you start the map like in TFC.
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Old 02-09-2007, 10:54 AM   #240
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Quote:
Originally Posted by Lost
It will be fun, the wide open yard is a haven for concjumping mofos. It will take a doubleconc to make it from the conc balcony to the enemy base though.

The biggest bonus aardvark has is its wide open bases, that'll be fun as hell. I can't wait to play it.

there you say something, how will conc grenades act in source, if they are affected by physics, you can't do a dubble conc, becouse the first
one wil blow away the second nade!

Quote:
Originally Posted by -=BINGO-BANGO=-
yea, but he would have to decompile it and rebuild it with ff entities and i dont think he would do that.....nvm.....even i would do it
entities can be edited without decompiling the bsp file, as long as you don't want to add brush based entities, you can change anything from the speed of the door(edit brush based) to new player spawns(make new point based entities)
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