SG-1's first mission...

The time is right for a suicide!
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ShadowRunner
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SG-1's first mission...

Post by ShadowRunner »

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This is the Vandenberg SP map, with MP Tower and a51 Helipad.
Added the Abydos DXSG map to the same grid yes, copied in go lol!
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(The planet first visited by SG-1 team in the movie)
Added the Area51-Final map, converted as SGC underneath Vandenberg. Your first mission will be to Abydos,
...first team there wins a snickers. do they have snickers in germany?
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Post by ~[FGS]SaSQuATcH~ »

Looks awesome, I saw your pyramid kind map when it was being tested, nice textures, very well done
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Post by ShadowRunner »

Chinny and I will finish Nexus...

then I would like to do an Aztec DXSG map... the indiana jones stuff is fun.

and if we can give Icarios and DJ what they need, we will have jaffa running around Vandenberg, will be funny...
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Post by Icarios »

The DXSG renassiance is nearly about to begin.
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Post by UnwAnteD »

Looks quality, its so refreshing to see stuff like this. Believe it or not, Iceworld and smuggler get repetative after a while.
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Post by ShadowRunner »

Same with any map, including DXSG. I can't play smuggler and a51 all night, some people can though...

6 DXSG maps will take 228 minutes. I think most people would rather stretch their legs at that point...So there will be 2 DayAfter maps, 2 Nobody maps, 2 Space maps.
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Post by SPAZ ROFELZ »

Make the gate a teleporter, makes you go to an off map area, like in the tv show, sorta like a straight room that sucks you into the end. OR have a dialing panel near the gate that chooses where it goes, that'd be awesome.
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Post by ShadowRunner »

This is a plan we have discussed. To position the two stargates on the grid, so that a tunnel can be hidden between them. The tunnel would suck the player like DXMP_[A]Patres.

In Vandenberg The Day After, this wont be possible. The map was designed before this idea of a wormhole tunnel happened. Well actually it is still possible, but not in a straight line, I noticed [A]Patres, the player only moves in a straight line in that tunnel.
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Post by [FGS]FlyingGhost »

nice shadow i like the van de berg map ;)
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Post by ~][FGS][Nobody~ »

Well, the people that go through the stargate, actually don't see the wormhole. :?

Also.. when I started with SG mod 2004, I thought about a dialing system for Stargates, but since the engine doesn't support static meshes, I would have needed manny movers which would have screwed up. :(
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Post by SPAZ ROFELZ »

What about having the gate as a teleport which transfers you to a particular wormhole. I'm no expert at coding or mapping but I presume it'd be somewhat similar to the code for the rings.
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Post by ShadowRunner »

OK this map has been changed, it is now Vandenberg-Abydos. A slightly unfinished beta is up on server.

1. The tele is not working. This build can only go to Earth, not Abydos, unless you ghost lol
2. Some railings not finished
3. A powerplant needs finishing and the neutron cabinet doesnt open yet.
4. In this build, 3 of 4 lockdown doors are invisible, need rebuilding
5. Probably can add some brushwork in tunnels
6. Entrance/Lake area not finished
6. Plz report errors etc...

The ring transporters are not missing, they are on Planet Abydos

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Hints for Players. Neutron Code = Not telling you, it's too obvious...

The Stargate is underneath Vandenberg AFB. Comm building is the nearest spawn to the Stargate. Most tunnel entrances are one way at the moment (we will see how that works). The Stargate control room and access to the Stargate can be blocked by engaging lockdown. However a team outside could nuke you or SCLAW you. You can lock down and send a team to Abydos, but will you still have control when your team return.
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Post by Kothar »

sounds awesome... Im gonna go play on SG server now... lol and i hope no one is on server cuz i wana explore... :)
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Post by ShadowRunner »

Thanks to Anihex for fixing the teleporter...

I removed lockdown in SGC... just an alarm and lights now... maybe lockdown somewhere else...
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