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ROOFCUTTER
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Joined: 12 Aug 2001
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PostPosted: Sun Aug 18, 2002 11:53 am    Post subject: Reply with quote

Maybe spawn in another room then fall down a chute into the two rooms, that way respawn killing would not be a problem. (killing due to respawning inside of others)



Ill put it up on the private server so people can ask for it.

It will be fun to get 5 or more people on it!
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Potato-VS-
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Joined: 16 Jul 2002
Location: Ontario Canada
Posts: 1562

PostPosted: Sun Aug 18, 2002 12:22 pm    Post subject: Reply with quote

I think I might add 2 spawns 1 for each team (or maybe more) then the people fall wodn a chute into water and then they are in an or two BIG rooms with creates etc.

[RS]Potato-VS-
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-=ITS=-GaladerieL[Vegas]
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Joined: 14 Jul 2002
Location: ~ Phoenix Bound ~
Posts: 2444

PostPosted: Sun Aug 18, 2002 12:54 pm    Post subject: Reply with quote

that would be the greatest thing to do maybe greebo can help you out if need it?? he is working on his second map =] and knows some secrets maybe to help on the respawning and stuff?? good luck with it Potatoe
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Potato-VS-
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Location: Ontario Canada
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PostPosted: Sun Aug 18, 2002 2:14 pm    Post subject: Reply with quote

I think Im going to add some strobe lights so that the players get confused kinda. Add a level of skill to the map .

[RS]Potato-VS-
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OpTlk
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Joined: 27 Apr 2002
Location: San Diego, CA Guild:=US-V=
Posts: 2176

PostPosted: Sun Aug 18, 2002 2:48 pm    Post subject: Reply with quote

hEh, where do I start..well i can safely say that it gets boring testing it out by yourself lol theonly fun part was trying to see how many bodies I could get stacked in a pile(it was weird seeing a pile of solly bodies that looked like a blob with like 10 heads )

my only suggestions would be to possible make each room a little longer OR wider and then add 2 more identical room on the sides(so it looks like a cross) so that each team can have its own room...there was 4 teams wasn't there?
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Potato-VS-
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Joined: 16 Jul 2002
Location: Ontario Canada
Posts: 1562

PostPosted: Mon Aug 19, 2002 6:43 pm    Post subject: Reply with quote

Ok, I have updated the map. Added a drop down to stop the respawn killings. You drop down into a funkey disco room (there might be some disco music at one point ). Basically you run around and shoot and kill. The disco floor need some work. Its just a piece of glass texture with lights shinging on it right now .

They url below will take you to the download section of my website:
http://www.freewebz.com/renagadesoldiers/downloads.html.

TELL ME WHAT YOU THINK! If the disco is too much then I'll replace the lights with normal lights or blue and red ones.

Thanks, have fun.

[RS]Potato-VS-
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rAT bOY
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Joined: 25 Sep 2001
Location: Orange County, CA
Posts: 442

PostPosted: Tue Aug 20, 2002 12:01 am    Post subject: Reply with quote

Hmm kinda reminds me of prematches where you spam MIRVs and nades around in a confined area.
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Potato-VS-
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Joined: 16 Jul 2002
Location: Ontario Canada
Posts: 1562

PostPosted: Tue Aug 20, 2002 3:20 pm    Post subject: Reply with quote

Ok, I updated the map (again) removed the features that you didn't like (the side rooms are gone roof). I added a cool boom box type thing. I just have to figure out how toget the music I want to work. There are 2 secrets that you can find out in the level. One has to do with whats under the disco floor and the other has to do with the boombox. Can you figure them out? I will change the lights back to floresent flicker once I get the boombox under way.

Tell me what you think,

[RS]Potato-VS-
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osiris
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Joined: 16 Jun 2002
Location: Tampa Fl. Guild:=US-V=
Posts: 1678

PostPosted: Sat Aug 24, 2002 10:07 pm    Post subject: Reply with quote

I decompiled your map to check your brushwork, I noticed right away on the outside of the box (where the corners meet) you are usin 18+polygons. you can reduced this to about 16 or 17 and save one polygon while this dosent sound like much when you get into more compliced and larger maps this adds up 1polgon each corner 8 corners a box x 5 boxs, 40polgons usin simple vertex manipulation mulipation you can change this for faster decompile time and higher r-speeds. right now ur r-speeds are a lil hi but not uplayabe. to explain what im talkin about a lil better refer to :
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=20

its the little and time consuming details that make a good map...
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Potato-VS-
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Location: Ontario Canada
Posts: 1562

PostPosted: Sun Aug 25, 2002 6:46 am    Post subject: Reply with quote

I see... How did u decompile it I can't figure it out. My comp screws up when ever I try.

[RS]Potato-VS-
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ROOFCUTTER
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Joined: 12 Aug 2001
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Posts: 9271

PostPosted: Sun Aug 25, 2002 7:29 am    Post subject: Reply with quote

Mr Potato, I think the zip from your link is messed up. I cannot download it sussesfully.
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Potato-VS-
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Posts: 1562

PostPosted: Sun Aug 25, 2002 8:41 am    Post subject: Reply with quote

I will re-add it .

[RS]Potato-VS-
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