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ut4_old_town [ALPHA 05] Rate Topic: -----

alpha

#1 User is online   Iye Icon

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Posted 08 May 2013 - 11:31 AM

ut4_old_town

This is my very first map project, so don't be to harsh :blink:

Its basically a town with a restaurant, and store and some more houses.
There are pipes under the map allowing sneak attacks and you can enter some houses.

I know that the houses and rooms are all to high *sick* realized when i was nearly finished.... Arbitrary scale in radiant caused light fails (black walls) and q3map2 -scale didn't work right, so I'll keep it that way for now.

More info about the map at my site:
IyeOnline - Old Town

I'd ask you to do bug reports at the Form for it because that makes it much more easy for me.

Still, feel free to comment here! :)

Enjoy,
Iye


Images

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More Images @ IyeOnline - Old Town

This post has been edited by Iye: 22 August 2013 - 11:43 AM

Sorry for my bad spelling - I am still asleep. :)

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http://www.mediafire...vk3a602hcfg.jpg


#3 User is online   Iye Icon

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Posted 10 June 2013 - 02:44 PM

alpha 02 is out now.
some changes (removed some clips and added others (see Happydays post above)
i also tried to fix the some of the lightning.
Sorry for my bad spelling - I am still asleep. :)

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http://www.mediafire...vk3a602hcfg.jpg

#4 User is online   Iye Icon

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Posted 19 June 2013 - 09:19 PM

Alpha 03 is out. i added more detail, so the map isn't that empty anymore.

Downloads and screenshots
Sorry for my bad spelling - I am still asleep. :)

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#5 User is offline   John McCain Icon

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Posted 22 June 2013 - 10:13 PM

I think this map has a lot of potential, but the teams seem to be trapped in their spawn in TDM?

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#6 User is online   Iye Icon

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Posted 23 June 2013 - 10:09 AM

View PostJohn McCain, on 22 June 2013 - 10:13 PM, said:

but the teams seem to be trapped in their spawn in TDM?


Well...... yes xD

sadly i lost all my trigger brushs (locations, hurts, multiples). i did import the locations from a01 but forgot about the tiggers opening the doors.

I already got that fixed in the map file. it should be working in the next alpha.
Sorry for my bad spelling - I am still asleep. :)

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#7 User is online   Iye Icon

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Posted 15 July 2013 - 10:22 AM

here you go. alpha 04.
Teams actually can leave their spawn now ^^
No great geometry changes, i only added some areas, which aren't reachable due to balance atm. (...)

i also added 'Juggernauts'. in TDM/CTF/CAH a team with at least three players will be able to get into a room, which gives one player all the game-items, nades and a negev (if he can carry it).
This is only available once every 100 sec (hope so.) still some bugs with closing the door but i'll get that fixed.

Map's Website

download current version 15.5 MB, mediafire

This post has been edited by Iye: 15 July 2013 - 10:23 AM

Sorry for my bad spelling - I am still asleep. :)

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#8 User is offline   wraith Icon

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Posted 16 July 2013 - 09:55 AM

nice map

you may wanna fix these glitches.. or not :]

here's demo (right click/save as)

#9 User is online   Iye Icon

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Posted 16 July 2013 - 11:57 PM

View Postwraith, on 16 July 2013 - 09:55 AM, said:

nice map

you may wanna fix these glitches.. or not :]

here's demo (right click/save as)


jump ladders.... omg. wouldn't have imagined that in a decade.... :).
fixed that. but the 'texture fails' (if you wanted to shot these...) are actually wanted. they are caulked faces, so they aren't rendered in-game (because you normally wouldn't see them)

thx for the demo :)
Sorry for my bad spelling - I am still asleep. :)

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#10 User is offline   wraith Icon

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Posted 17 July 2013 - 12:25 AM

yep.. i know a little about map caulk :]

was just indicating how ppl could see other ppl without being seen up there ;]

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