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de_cache Rate Topic: -----

Remake

#41 User is offline   RaZoR2012 Icon

  • Account: razor2012
  • Main tag: =KRH=
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  • Joined: 14-February 11
  • Posts: 28

Posted 15 January 2015 - 03:10 PM

Hi there :) rly nice work :cool:

Here is a bug in the corner of the pipe. The player will stuck there.

Minor issues: Some textures are flipped. (some containers, electric distribution boxes, some graffity`s).

Screenies:
http://1drv.ms/1wdvRtA

#42 User is offline   JustMe... Icon

  • Account: justme
  • Main tag: CMM|
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  • Joined: 28-February 10
  • Posts: 660

Posted 15 January 2015 - 07:03 PM

Hey man, it's starting to look good but i took my time to jump around on places you are not suppose to be and here is what i found: http://imgur.com/a/6n1A5
I also suggested a new spot for Bombspot A (black)
And not to be picky lol but i think you should swap so that "B is Black" and "A is Red :D"

Looking forward for a full release and hopefully some gaming on it :D

//Swiiitan
Ingame: Swiiitan
Clan: **Saft

#43 User is offline   voyager64 Icon

  •   mapper   
  • Account: voyager64
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  • Joined: 23-August 12
  • Posts: 49

Posted 17 January 2015 - 06:53 AM

Beta 5 - http://gdurl.com/cl8p

Changelog:

Fixed texture issues
Changed plant position
Added some clips
Added bad minimap

#44 User is offline   bagheera Icon

  • Account: bagheera
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  • Posts: 39

Posted 17 January 2015 - 01:23 PM

1. Please swap bomsites locations names. In UrT A is red and B is black, otherwise it may cause a confusion.
2. The minimap may stay as it is or maybe ask J for help as he did in this post

PS. Sorry about my previous post in case of locations. I just tested them with $crosshair bind, what got screwed up on some maps by the recent game updates.

This post has been edited by bagheera: 17 January 2015 - 01:24 PM


#45 User is offline   RaZoR2012 Icon

  • Account: razor2012
  • Main tag: =KRH=
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  • Posts: 28

Posted 17 January 2015 - 02:47 PM

Tested TDM, FFA, CTF, TS with bots. TDM & TS works fine. The spawnareas in FFA are to close.
In CTF the FLAGS are missing :happy:

And there are always some texture flips..

Screenshots:

http://1drv.ms/14O7bBu

All in one map seems to be close to final release.... :biggrin:

This post has been edited by RaZoR2012: 17 January 2015 - 05:04 PM


#46 User is offline   tintir Icon

  • Account: tintir
  • Main tag: MsT*|
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  • Joined: 18-May 12
  • Posts: 128

Posted 18 January 2015 - 02:02 PM

Checked your pk3 through, the map is quite big.
I found the model files inside your models folder.
http://www.custommap...ing:Healthy_Map

Quote:
Don’t include model files (.ase, .md3, .qc)
Models are “baked” into the BSP during compilation so the original files would be useless, only increasing the PK3 size. (You still need to include the textures though.)

Else a very good map. Will add it to my servers.

#47 User is offline   voyager64 Icon

  •   mapper   
  • Account: voyager64
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  • Posts: 49

Posted 20 January 2015 - 09:56 AM

Hello, beta 6 is here.
Don't have much time for mapping right now, here is quick update:

Most of bugs are fixed, also added minimap by JRandomNoob.

http://gdurl.com/3ljJ

#48 User is offline   tintir Icon

  • Account: tintir
  • Main tag: MsT*|
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Posted 20 January 2015 - 06:20 PM

Remember to remove the model files in the pk3. It'll save us some MBs.

#49 User is offline   tintir Icon

  • Account: tintir
  • Main tag: MsT*|
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  • Posts: 128

Posted 08 March 2015 - 05:39 PM

Surface sounds + bot support and the map is done. Will you move it to HD, whenever you got time?

#50 User is offline   Pez Icon

  • Account: pez
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Posted 01 May 2015 - 05:20 AM

omg i love you, excellent idea

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