Old Map, New Paint
- Mad-Hammer
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Re: Old Map, New Paint
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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- M's
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Re: Old Map, New Paint
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?
that being said. If we slip stevo a 10 spot think he'll throw it up on the events erver for a run?
- Mad-Hammer
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Re: Old Map, New Paint
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.<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?
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- Mad-Hammer
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Re: Old Map, New Paint
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.
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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- Mad-Hammer
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Re: Old Map, New Paint
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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- MateoTheBold!
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Re: Old Map, New Paint
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!
Mad-Hammer...thanks for all your hard work. I'm a big fan of this map!
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- Mad-Hammer
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Re: Old Map, New Paint
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
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.
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
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/
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/
2004 DOD Ville Cup Champs - Hobo Strike Squad
Fanciful Unicorn! 2011 Warpath Cup + Villympics Champs.
- Mad-Hammer
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Re: Old Map, New Paint
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.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/
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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- THE Flying chihuahua
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Re: Old Map, New Paint
I like them.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?
peahats made this because he is awesome.
Any semblance of wit is accidental, imagined, or medication related.
Minecraft ID is scatzilla99
Any semblance of wit is accidental, imagined, or medication related.
Minecraft ID is scatzilla99
- YoullNeverWalkAlone
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Re: Old Map, New Paint
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?
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?
- Mad-Hammer
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Re: Old Map, New Paint
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.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?
Once the defender takes back their second point, both of the gates close.
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Re: Old Map, New Paint
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.Mad-Hammer wrote: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.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?
Once the defender takes back their second point, both of the gates close.
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