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PostPosted: 01.12.10 
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Godlike
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Joined: 08.31.08
Posts: 285
Location: 1408
-----tdm:  
nick: TitaniusAngleSmith
skill: 1164.22
kills: 9429
deaths: 6605
ratio: 1.42
-----bomb:  
nick: TitaniusAngleSmith
skill: 886.644
kills: 963
deaths: 678
ratio: 1.42
it was just not on the maps.dswp.de server ...
*upped it

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PostPosted: 01.12.10 
map is on the server, works damn well, it is FUN. net height needs slight change for bomb and CTF (!!!)

really looking forward to test this further. gj sva!



 


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PostPosted: 01.12.10 
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Joined: 11.29.08
Posts: 1972
Thanks Steve, I will modify that and try to decorate a bit :)
And I'm waiting for a 5v5 or 10v10 test =)

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PostPosted: 01.12.10 
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Joined: 01.08.09
Posts: 1296
Location: Berlin, Germany
-----tdm:  
nick: Samtron
skill: 584.92
kills: 316
deaths: 269
ratio: 1.17
I just tested the on bomb server with 2vs2, where it was relatively easy to survive and hard to kill others. But with more players there will be so much grenades, that you can't avoid every grenade. And of course it is fun!

The bomb spot is reachable by grenades of the opposite team. If someone needs 5 seconds to plant the bomb, he will be killed by the other team for sure, unless they are totally stupid. So I would propose to move the bomb spots more to the back or in one corner. But this no normal bomb map at all...

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PostPosted: 01.12.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
The title reminds me of this:



Watch this vid @ Youtube (new Window)

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PostPosted: 01.12.10 
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Joined: 11.29.08
Posts: 1972
!!!! Crazy :o :)

Ok in TDM this map has the ability to kick lots of people, because of dead nades mostly, so better be careful (or disable TK warnings) =)
Samtron wrote:
The bomb spot is reachable by grenades of the opposite team. If someone needs 5 seconds to plant the bomb, he will be killed by the other team for sure, unless they are totally stupid. So I would propose to move the bomb spots more to the back or in one corner. But this no normal bomb map at all...

Yes the bomb spots are badly located, maybe one far in a corner and one close from the center of the net would be better, and anyway they should be in the opposite side from the red spawn (close from the net is hard to reach when throwing I think, except if your nade bounces from the roof...)

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PostPosted: 01.12.10 
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Joined: 10.14.08
Posts: 2006
Location: rooftops
-----tdm:  
nick: [dswp]ucf
skill: 472.479
kills: 532
deaths: 332
ratio: 1.60
ok ... the fence is crap like it is now, you can hide way too well and become almost unhittable, there should be a playerclip like 0.5-0.7 times as big as the fence, no walljump allowed.

then I have an idea for a fork: ut4_he_lavatennis, both sides are surrounded by a gap with lava inside (like 1m level difference) so no run to far -> dead to close to the fence -> dead ... you get the idea.

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PostPosted: 01.13.10 
- so then make the fence 2/3 of what it is now (maybe the spoken of height you can pass with one walljump?)

- add the minimap, even if it may seem pointless to you. just looks WAY better. (a newly created minimap should be in some folder in your mapping urt as a .tga, after the first time you load up the map. or if you want a fancy one, make a screenshot of the map from WAY above the map in the editor, and scale it to the size of the enginge-created one.)

- have you added matching surface sounds for the floor? :>



 


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PostPosted: 01.13.10 
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Joined: 11.29.08
Posts: 1972
Unclefragger wrote:
ok ... the fence is crap like it is now, you can hide way too well and become almost unhittable, there should be a playerclip like 0.5-0.7 times as big as the fence, no walljump allowed.

SteveMcqueen wrote:
- so then make the fence 2/3 of what it is now (maybe the spoken of height you can pass with one walljump?)

Ok the height of the net is a crucial point, I will try to test that locally...
Unclefragger wrote:
then I have an idea for a fork: ut4_he_lavatennis, both sides are surrounded by a gap with lava inside (like 1m level difference) so no run to far -> dead to close to the fence -> dead ... you get the idea.

Good idea, but I think I would break the most negative score ever :)
SteveMcqueen wrote:
- add the minimap, even if it may seem pointless to you. just looks WAY better. (a newly created minimap should be in some folder in your mapping urt as a .tga, after the first time you load up the map. or if you want a fancy one, make a screenshot of the map from WAY above the map in the editor, and scale it to the size of the enginge-created one.)

In fact I thought it would auto-generate a fine minimap, as it seems it's not the case... ok I will do that manually then.
SteveMcqueen wrote:
- have you added matching surface sounds for the floor? :>

Hmmm not at all =)

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PostPosted: 01.13.10 
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Joined: 07.15.08
Posts: 4648
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
this is NOT table tennis! :D

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