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DXMP_Abbottabad


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[FGS]Kalman
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DXMP_Abbottabad - Postby [FGS]Kalman » 24 Oct 2011, 21:30


Hi!
I was working on this map more than 1 month, I think it's complete.
It's based on Osama bin Laden's Hideout Compound located in Abbottabad.
Thanks for the help Chinny. :)
Edit: I fixed the mover's tag :)
Edit2: Changed the skybox :)
Edit3: Falling weapons fixed, I hope it's ok now :|


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Last edited by [FGS]Kalman on 26 Oct 2011, 14:41, edited 3 times in total.
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Re: DXMP_Abbottabad - Postby chin.democ. » 25 Oct 2011, 01:27


Looks great Kalman, I like the atmosphere of the map, I like the trees you have out around the edges of the map. The map has more decoration now and feels more real a location, it's busy now and looks great. The double door is much better than the old one, and I like the dramatic lighting and the blue flashing light.

Some will complain that it is too dark in places (probably could do with a light where all the crates are), and one thing I spotted is that two cabinet movers are tagged the same (both as sm_door1) so both will open at the same time if you unlocked one, so simply change one of the tags.

Would love to host this on a 0 aug server in the future for sure, it has nice places to hide and sneak about and is not too open which is really cool and should make it a decent map to play augs/non augs, good work and keep the maps coming! :D


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Re: DXMP_Abbottabad - Postby Poor » 25 Oct 2011, 02:53


I always thought Osama's hideout would make a great map.


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Re: DXMP_Abbottabad - Postby ~DJ~ » 25 Oct 2011, 02:55


wow look he was right in the middle of new york city


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[FGS]Kalman
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Re: DXMP_Abbottabad - Postby [FGS]Kalman » 25 Oct 2011, 05:48


I fixed the mover, and there aren't any too dark places now.
Thanks :)
And ye, it looks like New York, because I didn't have idea for the skybox.


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Re: DXMP_Abbottabad - Postby ~[FGS]SaSQuATcH~ » 25 Oct 2011, 10:44


~DJ~ wrote:wow look he was right in the middle of new york city


LOL

I noticed this too last night, Kalman I think you should use CMD or A51 skybox, they're pretty cool and you could add surrounding mountains manually to the skybox itself. Shouldn't take long.


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Re: DXMP_Abbottabad - Postby ShadowRunner » 25 Oct 2011, 10:49


Check the skybox in DXMP_Ratesc, fairly mountainous.

There are some UT textures too that are mountainous, but the Skybox in Ratesc is perfect. Will make a good guide.

I was thinking, I'd like to add the HR weps by Clyzm to a version and host it please. SEAL weps like UMP etc.


Last edited by ShadowRunner on 25 Oct 2011, 11:18, edited 1 time in total.
[FGS]Kalman
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Re: DXMP_Abbottabad - Postby [FGS]Kalman » 25 Oct 2011, 11:18


Ye, it looks nice, but I think i'll use Area51's skybox.


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Re: DXMP_Abbottabad - Postby ShadowRunner » 25 Oct 2011, 11:19


that will do perfectly.


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Re: DXMP_Abbottabad - Postby [FGS]Kalman » 25 Oct 2011, 12:30


I'll post the fixed version in the afternoon (I can't post now, I'm at school lol)


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Re: DXMP_Abbottabad - Postby [FGS]Kalman » 25 Oct 2011, 18:21


Ok, I changed the skybox, but I don't want to edit the map anymore (only if neccesary)


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Re: DXMP_Abbottabad - Postby chin.democ. » 26 Oct 2011, 12:17


Hmm the weapons are now all dropped! Right click weapons - properties - movement=none.


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Re: DXMP_Abbottabad - Postby [FGS]Kalman » 26 Oct 2011, 14:38


Damn, I saw their physics as PHYS_None in UEd2, but it's PHYS_Falling in Ued1
I'll fix the post


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Re: DXMP_Abbottabad - Postby chin.democ. » 26 Oct 2011, 19:05


Ah i see , I just stick to Unreal Ed 1, in future you can put b1 b2 b3 etc at the end of your map name until it's given the all clear for a final version, saves alot of hassle if you've hosted the earlier version and then you are vulnerable to mismatches. :smt023


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Re: DXMP_Abbottabad - Postby [FGS]Kalman » 26 Oct 2011, 19:33


Ok, it's my second public map, I don't know these things :)


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