DM-Affliction

If u have any maps u made or just some u think are worth sharing Post em here
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NightMan
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DM-Affliction

Post by NightMan »

new map on the servers, let me know ways to improve it if you want or any bugs you find. i know a few of you have allready played it, update should be on by 2morrow evening if coco/carnage have the time to do so :)

Enjoy
~Night
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}TCP{Coco
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Post by }TCP{Coco »

Done on FH#4. :-)
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menace
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Post by menace »

dead end maybe for none shilders not good they stuck there. And i think for a map is good i thought about removing this garage down there where u can get up with lift but its allright may help when ur allone against 3-4 players.
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NightMan
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Post by NightMan »

oluja wrote:dead end maybe for none shilders not good they stuck there. And i think for a map is good i thought about removing this garage down there where u can get up with lift but its allright may help when ur allone against 3-4 players.
to late, allready removed that underneath section as you asked for :P and that deadend is no longer a dead end ;)

thx coco :)
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menace
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Post by menace »

no its allright is much beter just didnt want to make u work more ^_^ I really wanna play it :)
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}TCP{Snowbird
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Post by }TCP{Snowbird »

i looked for the map in the download section. I could not find it. I would love to look at it.
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NightMan
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Post by NightMan »

http://www.tcpclan.net/usermaps/index.php?dir=Maps/

top file, very basic map ;) just a quick thing i through together
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}TCP{Snowbird
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Post by }TCP{Snowbird »

Thanks man. I am looking now
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}TCP{Snowbird
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Post by }TCP{Snowbird »

I think it is a very playable map. It needs a few cosmetic details, but a very enjoyable and well thought through map.
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NightMan
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Post by NightMan »

yeah i was never good at the fine details in stuff. i only spent 2 nights working on it anyway so should rly spend longer on the details ^^ :) thx :)
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NmS
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Post by NmS »

I like it. No need for more detail if that means static meshes and other things that get you stuck by :P

gamplay / flow > graphics ;)
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Post by }TCP{Wolf »

Nightman, if you would like an uploader account for my little PUBLIC backup-archive at ptmc.no-ip.org leave me a pm...
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NightMan
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Post by NightMan »

NmS wrote:I like it. No need for more detail if that means static meshes and other things that get you stuck by :P

gamplay / flow > graphics ;)
lol, there new version thats on atm has x10 amount as static mesh as the 1st beta, i try to keep them out the way as much as possible :P

thx wolfie
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}TCP{Snowbird
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Post by }TCP{Snowbird »

NightMan. first off, my hat off to you. A very nice map. there are allot of places to run and hide. There is not a main room, which is not needed in most levels.

My biggest thing, is the textures. The columns cou use a new texture, and that would break up allot of the "on-going" texture.

No sound inthis one yet. I understand. There is not much of a theme for sound yet. Why not pick something old, like from Unreal 1. It might add to the map. :D Not many know unreal one anymore, and those that do, will have a great big grin on their faces to hear something from it. :D
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NightMan
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Post by NightMan »

thanks :)

yeah, i tend to completly forget sound as i have all ambiant sound turned off and no music so when i test a map i never think about the sounds. same as with my other maps i think the sound department is lacking somewhat :P do you mean music or just random ambiant sounds from unreal?

yeah textures again i have a problem matching different types up, they never seem to work and im never happy with the outcome so i tend to just give up and use 3/4 textures per map :P will have a poke about, was thinking of redoing tuonela a bit too as they has same problems, and even more so as its such a big map it stands out more.. and ramses broke it! it never had a bsp hole in it till he touched it the other day!

as for not a main room, i tend to not like maps like that ;) i like maps with passageways to different areas, where you have to watch your back much more, i find them more exciting so i try to avoid it if possible ^^ :P
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