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[FGS]Kalman
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Re: DXMP_mau5ville_beta - Postby [FGS]Kalman » 15 Aug 2011, 13:57


Added Final version to my first message. 100% working.


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Re: DXMP_mau5ville_beta - Postby chin.democ. » 15 Aug 2011, 23:24


Okay I'll slap it onto the server for testing if nobody minds.

edit: just tested it and no problems so far, the map looks so much better with the extra decoration you have put it, I'd like to post this map on my site if you don't mind?


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Re: DXMP_mau5ville_beta - Postby [FGS]Kalman » 16 Aug 2011, 08:37


Ok, not problem.


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Re: DXMP_mau5ville_beta - Postby Poor » 16 Aug 2011, 16:28


I played in this map yesterday. People exploited the little rooms that you teleport into. They wait in the room until a team member teleports into them which then activates nuke death and kills the teammate.


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Re: DXMP_mau5ville_beta - Postby [FGS]Kalman » 16 Aug 2011, 17:57


Hmm..... I think I solve it with this idea:
I'll made each little room into different zones, I'll put ZoneInfos, and I set bNeutralZone for each ZoneInfo.


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Re: DXMP_mau5ville_beta - Postby [FGS]Kalman » 04 Sep 2011, 13:18


Fixed version.
- Teleporters moved, and deleted those Denton clones
- Added fire to fireplace (I have forgotten it lol), playerstarts are more detailed
- Added some decoration, effect
- About 20 biocells (for atdm) and 20 medkits placed, and all of them are hidden
- Tested in MP
The rar package contains the map, textures, and package files, but u need to upload only the map for altfire
Edit: Deleted the camo, fixed the turret and shelf


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Re: DXMP_mau5ville_beta - Postby ShadowRunner » 04 Sep 2011, 13:53


Congratulations, is this your first map release?


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Re: DXMP_mau5ville_beta - Postby [FGS]Kalman » 04 Sep 2011, 14:00


Idk, the first is maybe was the beta


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Re: DXMP_mau5ville_beta - Postby ShadowRunner » 04 Sep 2011, 14:05


Ok so Mau5ville is your first (public) map then I guess.

Hooray


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Re: DXMP_mau5ville_beta - Postby chin.democ. » 04 Sep 2011, 15:02


Just three things I'd like to point out, the main one is the thermoptic Camo, I would take this out and never include it in any map, when I first saw Cannibis in this map I thought he was cheating and I was considering banning him.

Two other little things is the turret in the tent thingy seems to have two there, also the shelf in the tower I couldn't seem to pick up any of the bio cells nor the ammo.


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Re: DXMP_mau5ville_beta - Postby [FGS]Kalman » 04 Sep 2011, 15:21


I thought there is no bugs :(
There's only 1 turret, idk why, it spawns 2 guns for it
The shelf will be only a showcase lol
I try to fix all of them
Edit: There are only 1 turret, but I can't delete it :/ I made it bHidden and bHiddenEd
Attachment is fixed too


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Re: DXMP_mau5ville_beta - Postby chin.democ. » 04 Sep 2011, 15:58


Okay perhaps the turret issue only shows in the SDK rather than online, I'll stick it on the Altfire server, also since the map is final I'll put it on my site too.


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Re: DXMP_mau5ville_beta - Postby [FGS]Kalman » 12 Feb 2012, 16:30


I decided to work on this map again (idk why, when I got up, I was thinking about this map)
Some sshots:
Shot0114.png

Shot0112.png

Shot0111.png

An a video:
http://www.xfire.com/video/543a35/
New features:
  • Added rain (with precipitation mod (c)2005-06 Smoke39, I think OTP used it in TNM too)
  • Added lightning effect (I used UnrealShare's StochasticTrigger)
  • Moved spawns, now harder to spawnkill
  • Added new building (Guards HQ)


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Re: DXMP_mau5ville_beta - Postby chin.democ. » 12 Feb 2012, 18:29


Rain and lightning is awesome, and would be killer in an RPG project, I do have a map which I want rain in, but I need to sort out some movers first which are kicking my butt.


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Re: DXMP_mau5ville_beta - Postby Majster » 12 Feb 2012, 18:38


Good chaneges, and now these annoying spawns are fixed. :smt023


ShadowRunner wrote:There's paranoia and anger everywhere about fps, people are taking 0a FAR too seriously, liven the game up and make it more fun for EVERYONE. (and me and Chees lol)


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