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 Post subject: Re: ut4_dust2
PostPosted: 10.28.09 
Attachment:
ut4_dust2_v3.zip


this is just the radiant mapfile!
password is the same as usual

but have a look at ht post right above, those small cube may have to be removed:
i did not because i havent known if they are in beacuse of a bug or because you added them on purpose.


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 Post subject: Re: ut4_dust2
PostPosted: 10.28.09 
Quote:
18:40.45       qqwertyy1: really you did it great
18:40.58       qqwertyy1: but we must a solution about roof
18:41.04       qqwertyy1: that near the blue base
18:41.07       stv``: let that be my issue :)
18:41.10       qqwertyy1: near long a
18:41.17       qqwertyy1: :)



 


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 Post subject: Re: ut4_dust2
PostPosted: 10.28.09 
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Godlike
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Joined: 02.15.09
Posts: 508
-----tdm:  
nick: [dswp]N00binator
skill: 460.95
kills: 374
deaths: 391
ratio: 0.95
ma ne jkeine frage warum sind bei counterstrike eigentlich die konturen und grafiken besser

würde das arge probleme geben wenn man die maps fast 1 zu 1 übernehmen würde?


sry aber 0 plan von mapping :shock:

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 Post subject: Re: ut4_dust2
PostPosted: 10.28.09 
1:1 geht prinzipiell

aber das ist urt und kein cs... ganz anderes gameplay.
daher sind manche positionen die in cs wichtig waren obsolet und umgedreht... unwichtiges kann plötzlich wichtig werden, um den map-flow zu erhalten.

texturen an sich sind kein problem, aber das ist qwerty's sorge... weiter vorn hat er nen CSS und nen urt mapscreen, der zeigt was möglich ist, gepostet, falls das die frage beantwortet.



 


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 Post subject: Re: ut4_dust2
PostPosted: 10.28.09 
ut4_dust2_v3b



 


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 Post subject: Re: ut4_dust2
PostPosted: 10.28.09 
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Godlike
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Joined: 07.15.08
Posts: 4645
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
http://www.dswp.de/q3ut4/ut4_dust2_v3b.pk3

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 Post subject: Re: ut4_dust2
PostPosted: 10.29.09 
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Godlike
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Joined: 02.15.09
Posts: 508
-----tdm:  
nick: [dswp]N00binator
skill: 460.95
kills: 374
deaths: 391
ratio: 0.95
ok jo das hat meine frage beantwortet
Es währe möglich
Danke steve =)

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 Post subject: Re: ut4_dust2
PostPosted: 11.01.09 
just a snapshot on what i am doing right now....

added some nooks and crannies, to get the middle part to look more like css, made the tunnel entrance higher, about to build a tower left of the double door passage... and all the while i am cleaning brushes-cleaning brushes-cleaning brushes...

Attachment:
d2_d_n.jpg


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 Post subject: Re: ut4_dust2
PostPosted: 11.01.09 
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Godlike
User avatar

Joined: 02.15.09
Posts: 508
-----tdm:  
nick: [dswp]N00binator
skill: 460.95
kills: 374
deaths: 391
ratio: 0.95
ah steve was du noch machen könntest bzw querty am boden den wänden oder den werbetafeln das dswp logo einfügen schön gros versteht sich =)

(wenn noch nicht vorhanden müsste halt jemand das dswp logo etwerfen)

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 Post subject: Re: ut4_dust2
PostPosted: 11.03.09 
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Ingame Mod
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Joined: 03.03.09
Posts: 436
Location: Finland
Okies, first of all; I don't like how the bombsite B 'window' works from the ct side. 2 jumps should be enough and there's some sort of hole between the boxes and the rock you can fall into which slows you down. And what happened to the top part anyway?

I tried it on my own computer and I dont think these two following places are supposed to be accessable:
Image
Image
(w00t you can also get to top of the palm tree in middle from here :))

Also I think that you can get on the rocks on middle ct side by bouncing from the rocks to the palm tree towards the corner, but couldn't quite get the jumping right -_-

Couple of crates here and there missing. There's also a plenty of misplaced textures, holes in the walls etc. etc. but I guess they aren't your no#1 concern atm. so I'll bitch about those once you have 'last version' of the map ready.

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