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 Post subject: Re: ut4_train
PostPosted: 10.28.09 
new train version... mapname now "ut4_train_dl1"
Attachment:
ut4_train_dl1.zip


qwert you see what i meant? the poles holding the fence....
Attachment:
shot0023.jpg


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 Post subject: Re: ut4_train
PostPosted: 10.28.09 
models dont get bombed.... the ones on the detonation trains



 


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 Post subject: Re: ut4_train
PostPosted: 10.28.09 
Offline
Godlike
User avatar

Joined: 09.01.08
Posts: 1604
-----tdm:  
nick: Make.Them.Fluffy
skill: 986.209
kills: 1115
deaths: 1030
ratio: 1.08
-----bomb:  
nick: Make.Them.Fluffy
skill: 825.312
kills: 2105
deaths: 2476
ratio: 0.85
First. Map looks great, love it. But there a little things which disturbing me a little bit.

At first the bomb spots. The think that Steve allready says. Here the screen.
Attachment:
shot0038.jpg



Next one are the first two trains (red and green) at the black Bombspot. The textures are blurred. Looks strange cause the texture on the other trains are clear.
Attachment:
shot0036.jpg

Attachment:
shot0035.jpg


Last one are the Trainyard Signs. They are blurred in distance and clear if you stand near to them (maybe only on my PC). And i think the numbers a little bit to bright.
Attachment:
shot0034.jpg


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 Post subject: Re: ut4_train
PostPosted: 10.28.09 
Offline
Godlike
User avatar

Joined: 09.28.08
Posts: 2318
Location: Solar System
lol, first time i saw zipped pk3... Is there any sense in that?

BTW: sorry for offtopic.

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 Post subject: Re: ut4_train
PostPosted: 10.29.09 
Offline
/connect

Joined: 10.25.09
Posts: 3
HumppaLakki, i think you are playing game with high brightness. Check your system-graphic options. :) and true, i have to setup this bombable things...



 


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 Post subject: Re: ut4_train
PostPosted: 10.29.09 
Offline
Godlike
User avatar

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
hm ye. pk3 is zipped but no-compression afaik...

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 Post subject: Re: ut4_train
PostPosted: 10.29.09 
@aimme & wurst
.pk3 still not allowed? or am i wrong?

@qwerty:
isnt a model an entity ?
if yes it will not work, except you replace the model .md3/.ase with a model you build in radiant with brushes.

that is because you cannot combine entities.
means you cannot connect a light to a switch (unlike in halflifle, for example).
or make a useable door (that can be opened/closed), that can be breakable.



 


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 Post subject: Re: ut4_train
PostPosted: 10.30.09 
Offline
Godlike
User avatar

Joined: 09.01.08
Posts: 1604
-----tdm:  
nick: Make.Them.Fluffy
skill: 986.209
kills: 1115
deaths: 1030
ratio: 1.08
-----bomb:  
nick: Make.Them.Fluffy
skill: 825.312
kills: 2105
deaths: 2476
ratio: 0.85
qqwertyy wrote:
HumppaLakki, i think you are playing game with high brightness. Check your system-graphic options. :) and true, i have to setup this bombable things...


Yeah thats right. I play with high brightness cause you get a better overview in dark maps and so on :)

And, dont get me wrong. really like what you did with the textures. It looks really nice and my frames are still good. Really good teamwork and a really nice map.

Hope Dust2 will be as good as train :)

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 Post subject: Re: ut4_train
PostPosted: 10.30.09 
Offline
Godlike
User avatar

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
no panic, this is just a text!

Attachment:
text.pk3


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 Post subject: Re: ut4_train
PostPosted: 11.03.09 
Offline
Ingame Mod
User avatar

Joined: 03.03.09
Posts: 436
Location: Finland
I got the feeling that the trains are too tall. Also jumping down from the 'eagles nest', or whatever you wanna call that classic camping spot outside, to a train doesn't do falldamage (trains are too tall?). Also it would be fun to be able to jump on the trains by bouncing off a wall or something (*cough*too tall*cough*)

Seems that the map favors pretty heavily the blue team. I think the most unbalanced spot in the map is the stairs inside near the ladder. The new door you have added puts every red team member who try to get to the stairs to a crossfire. Also it's pretty annoying that the blue team can basically shoot from the end of the whole hallway thing to end of the first stairs you run up as a red (the first stairs can also become quiiite annoying chokepoint if blue manages to push that far).

On a sidenote; this is maybe the only map where I would like to have smokes enabled hmmm...

I can also take some screenshots tomorrow if the things I said above did not make any sense :|

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