Old Map, New Paint

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Mad-Hammer
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Re: Old Map, New Paint

Post by Mad-Hammer » Thu Dec 29, 2011 8:23 am

So, did anybody find any errors in the map? Speak now before I fix the minor texture issues and recompile the map.
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Re: Old Map, New Paint

Post by M's » Thu Dec 29, 2011 8:59 am

I found no problems other than we dont have it on a server yet.
that being said. If we slip stevo a 10 spot think he'll throw it up on the events erver for a run?

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Re: Old Map, New Paint

Post by Mad-Hammer » Thu Dec 29, 2011 9:07 am

<eVa>mlite wrote:I found no problems other than we dont have it on a server yet.
that being said. If we slip stevo a 10 spot think he'll throw it up on the events erver for a run?
I'll give it one final recompile this evening and then send Stevo a link. It's been about 4 months since I last aggravated him so, I'm hoping I can get by with just slipping him a fiver.
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Re: Old Map, New Paint

Post by Mad-Hammer » Sun Jan 08, 2012 6:36 pm

Well, the map has been ready for a week now, just that I hate Pakrat to the point that I just now packed the .bsp. Here's the new link,

http://pages.suddenlink.net/kamikazeyz/ ... mer_b4.zip

I'll send Stevo a pm and hopefully, he can get this onto a server for us all to play.
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Re: Old Map, New Paint

Post by M's » Sun Jan 08, 2012 7:35 pm

:clap: :dance: :clap: :dance: :clap: :dance: :clap: :dance:

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Re: Old Map, New Paint

Post by Mad-Hammer » Mon Jan 09, 2012 7:18 am

Out of the goodness of his heart, Stevo uploaded it to the servers. It's currently on the Events Server as well as TV2. It's not in the regular rotation on TV2 but you can access it with sm_map followed by typing cp_warhammer_b4.
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Re: Old Map, New Paint

Post by M's » Mon Jan 09, 2012 1:13 pm

I'm gonna put the events server on it. That way anyone who wants it can get it there.
As well as your link.

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Re: Old Map, New Paint

Post by MateoTheBold! » Mon Jan 09, 2012 2:43 pm

I'm trying to organize an event for us to get together and run this bad boy through a 12 vs 12 this Saturday. See: http://www.thevilluns.org/forums/viewto ... 29&t=21318

Mad-Hammer...thanks for all your hard work. I'm a big fan of this map!
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Re: Old Map, New Paint

Post by Mad-Hammer » Mon Jan 09, 2012 3:48 pm

Mateo, thanks for the compliment........although I see through your ruse. You only like that map due to it's adverts of the mighty USD. J/K :D

Mlite can't make it tonight, so maybe we can go with your plans of this weekend. I'm curious as to whether I actually optimized the map.
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Re: Old Map, New Paint

Post by BETTEH » Mon Jan 09, 2012 5:03 pm

There is still a graphical glitch at the base of the blue ridge, as a sniper this would drive me bonkers.

http://cloud.steampowered.com/ugc/59470 ... E777EDC09/

Tele can be hidden under water, if you lose CP4 and the gate closes, you can then activate it and shuffle your team behind enemy lines easily.

http://cloud.steampowered.com/ugc/59470 ... 669C59E38/


Pics say it all.

http://cloud.steampowered.com/ugc/59470 ... B42A9E0A8/

http://cloud.steampowered.com/ugc/59470 ... DC3E1B97B/
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Re: Old Map, New Paint

Post by Mad-Hammer » Mon Jan 09, 2012 6:52 pm

BETTEH CROCKHURR wrote:There is still a graphical glitch at the base of the blue ridge, as a sniper this would drive me bonkers.

http://cloud.steampowered.com/ugc/59470 ... E777EDC09/

Tele can be hidden under water, if you lose CP4 and the gate closes, you can then activate it and shuffle your team behind enemy lines easily.

http://cloud.steampowered.com/ugc/59470 ... 669C59E38/


Pics say it all.

http://cloud.steampowered.com/ugc/59470 ... B42A9E0A8/

http://cloud.steampowered.com/ugc/59470 ... DC3E1B97B/
That huge popping sound you all may have heard was my balloon . Okay, Revision #388 (not an exaggeration) is complete. Version b5 is edited and ready for packing. Found the graphical glitch, it's history. I put "NoBuilds" over the water in the cave and beyond the cave gate.

So, as I'm about to hit the "compile" button, what are the thoughts concerning all these tunnels and caves I added?
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Re: Old Map, New Paint

Post by THE Flying chihuahua » Mon Jan 09, 2012 7:55 pm

Mad-Hammer wrote:
That huge popping sound you all may have heard was my balloon . Okay, Revision #388 (not an exaggeration) is complete. Version b5 is edited and ready for packing. Found the graphical glitch, it's history. I put "NoBuilds" over the water in the cave and beyond the cave gate.

So, as I'm about to hit the "compile" button, what are the thoughts concerning all these tunnels and caves I added?
I like them.
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Re: Old Map, New Paint

Post by YoullNeverWalkAlone » Mon Jan 09, 2012 10:12 pm

Visually it is fantastic! I just wandered around so I'm not sure how it plays, but the idea of multiple ways to get to the enemy base should make it a bit less stalematey. I'm curious how people will use the caves.

There is a second exit out of spawn right? Does it only open when the enemy has taken the 4th point and you are defending your final?
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Re: Old Map, New Paint

Post by Mad-Hammer » Mon Jan 09, 2012 10:46 pm

You'llNeverWalkAlone wrote:Visually it is fantastic! I just wandered around so I'm not sure how it plays, but the idea of multiple ways to get to the enemy base should make it a bit less stalematey. I'm curious how people will use the caves.

There is a second exit out of spawn right? Does it only open when the enemy has taken the 4th point and you are defending your final?
Correct, the secondary exit from spawn opens once the enemy has taken the second point. Same is true for the tunnel/cave gates. Gives the enemy a second means of attacking your base but also gives the defender a means to launch an attack from behind. If all goes as planned, should offer some interesting strategy.

Once the defender takes back their second point, both of the gates close.
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Re: Old Map, New Paint

Post by BETTEH » Mon Jan 09, 2012 11:06 pm

Mad-Hammer wrote:
You'llNeverWalkAlone wrote:Visually it is fantastic! I just wandered around so I'm not sure how it plays, but the idea of multiple ways to get to the enemy base should make it a bit less stalematey. I'm curious how people will use the caves.

There is a second exit out of spawn right? Does it only open when the enemy has taken the 4th point and you are defending your final?
Correct, the secondary exit from spawn opens once the enemy has taken the second point. Same is true for the tunnel/cave gates. Gives the enemy a second means of attacking your base but also gives the defender a means to launch an attack from behind. If all goes as planned, should offer some interesting strategy.

Once the defender takes back their second point, both of the gates close.
Did you fix it? Because we were holding the gates open by sticking people between the gates keeping them from closing, allowing for players to still jump through and push.
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