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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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This is Martinez's 0015_Area 51_Entrance "nuked" more by Shadowrunner.
I've also used parts of Martinez's DXMP_Area51Bunker.
Comm, Tower and Hangar have been connected by large tunnels and lifts.
The 20mm has been moved from near the hangar to the lowest tunnel inside and the Comm door has been changed to make this large map as playable as the original multi-player map...
I kept actors to a minimum, aligned to grid and kept things simple, neat and clean as possible.
I made some Browning .50 cal's... and spilled more toxic waste...
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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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it's very gud but try and make a fix one (in good shape)
sorry can u explain plz. In this map Area 51 is supposed to be in "bad shape".
Do you mean you found a map error, a shape is not good?
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Reaction
Principality/2C
Posts: 159 Joined: 30 Sep 2005, 18:41 Location: Taunton, England
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jay2k6 wrote:and one thing i am looking for a song call "figure.09 - linkin park" if you hear any thing can you tell me TY :headbang:
Yeh, I know it.... http://www.dxms.co.uk/chris/08 Figure.09.zip
Put that in your browsers address bar
[align=center]
~ Chris ~ Reaction ~
[/align]
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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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I found a couple of errors... the tower turret doesn't link and there are two walls in the tunnels that need textures aligning with the next wall... I'll fix it and the Zeppelin map ASAP...but...Area51_TheDayAfter is too big...
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Jon
Principality/2C
Posts: 213 Joined: 17 Dec 2005, 21:06 Location: Derby, England
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- by Jon » 01 Oct 2006, 18:34
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ShadowRunner wrote:I would think to make a good MP map will take anyone at least 30 hours to make it properly
A bit of an overstatement, don't you think?
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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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~[A]Nobody~ wrote:oh shadowrunner, right before the chaos begins (if it did not happen already) if you make changes on your map and release it again, then please not with the same name, or we will end up in a chaos of version mismatches
Thanks Nobody...
DXSG_Area51_TheDayAfter is almost ready for you... just repair bots, wep racks and some final details...
is DXSG_Area51_TheDayAfter ok for a name... changing from DXMP to DXSG, but keeping the rest of the name the same? or would DXSG_TheDayAfter be better?
And Jon...Hmm ok 15-20 hours maybe... is that exaggeration?
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~][FGS][Nobody~
Illuminated
Posts: 5359 Joined: 26 Oct 2005, 16:59 Location: Schland! Nationality:
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DXSG_Area51_TheDayAfter is ok.
However you need to tell me yet, to where the ring-transporters shall be placed.
Here are the LEAST dimensional conditions for the rings (not that you suggest a place where a ring transporter can't be placed)
Diameter of the rings: 256 Units
Height of the chassis where the rings are in IDLE: 160 Units
Space the rings need if they are activated: 160 Units
since a picture says more than 1000 words.. here a sketch
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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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Awesome Nobody, I have posted in the DX section of this site. I think they will fit. I must check the comm building is 160 high though... I made sure the rooms have space in the floor for the Idle rings...
Here is the map... the notes about ring locations and codes are in the thread in Deus Ex section called DXSG_Area51TheDayAfter....
EDIT: Disregard beta 1-7 . Here is beta 8...ready for rings and weps. Trigger lights are faulty...
EDIT : please note this is BETA 8 version
EDIT: OK here is beta 9... Jon has this version and is the same version uploaded to rapidfire and available at [A]thread...
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