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Theta Zero
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« Reply #15 on: August 28, 2009, 06:42:21 pm » |
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Sorry, MrIndieDay, but I tested them and they're a bit glitchy, so it'll have to wait. Sorry.
And Joebucks, I had to make the party room more difficult to reach because the route to it got in the way of normal play, people go there completely by accident or when they didn't want to. I find party rooms better when you can reach it, but others can't.
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Muddywater
rotaredoM
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« Reply #16 on: August 28, 2009, 06:44:36 pm » |
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Sorry, MrIndieDay, but I tested them and they're a bit glitchy, so it'll have to wait. Sorry.
And Joebucks, I had to make the party room more difficult to reach because the route to it got in the way of normal play, people go there completely by accident or when they didn't want to. I find party rooms better when you can reach it, but others can't.
I could remap the ones that already have the wallmask (the glitchy ones) if you want.
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Theta Zero
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« Reply #17 on: August 28, 2009, 06:51:50 pm » |
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That would be very nice of you, thank you. But some of the wallmasks I accidentally uploaded at jpeg. I think that contributes, slightly. You can just use the original wallmasks of the maps. Also, are you going to cp_collaborative?
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Muddywater
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« Reply #18 on: August 28, 2009, 06:53:08 pm » |
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That would be very nice of you, thank you. But some of the wallmasks I accidentally uploaded at jpeg. I think that contributes, slightly. You can just use the original wallmasks of the maps. Also, are you going to cp_collaborative?
Going to what? If you meant map, it's already mapped, right? If not then I could map it if you want.
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Theta Zero
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« Reply #19 on: August 28, 2009, 06:57:58 pm » |
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Yeah, that's what I meant. Anyways, I think I should give you the details on cp_collaborative.
Uh, yes it is already mapped, the older versions, but this is the final version, named "cp_collaborative", so people don't have to delete the old version and such. Red's spawn is the little dark section with the med-cabinets and ends when it changes to the light section. There are three start up gates, the three openings leading outside of the building holding Red's spawn, as this is an attack/defend map like Dirtbowl.
The first control point is in the house with a smoking chimney, on the top floor. Also, I would like a bullet door-a door you can pass through but cannot shoot through--for that white pillar in the small pool of water separating the dark basement from the green sewer. The middle control point is in that dirt field, and the final under Blu's base. Blu's spawn is, of course, that little area to the far right.
Is that OK?
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Muddywater
rotaredoM
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« Reply #20 on: August 28, 2009, 07:01:35 pm » |
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Yeah, that's what I meant. Anyways, I think I should give you the details on cp_collaborative.
Uh, yes it is already mapped, the older versions, but this is the final version, named "cp_collaborative", so people don't have to delete the old version and such. Red's spawn is the little dark section with the med-cabinets and ends when it changes to the light section. There are three start up gates, the three openings leading outside of the building holding Red's spawn, as this is an attack/defend map like Dirtbowl.
The first control point is in the house with a smoking chimney, on the top floor. Also, I would like a bullet door-a door you can pass through but cannot shoot through--for that white pillar in the small pool of water separating the dark basement from the green sewer. The middle control point is in that dirt field, and the final under Blu's base. Blu's spawn is, of course, that little area to the far right.
Is that OK?
No problem, and this is the third (and hopefully) final version, correct?
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Theta Zero
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« Reply #22 on: August 28, 2009, 07:17:38 pm » |
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Oh, right. Sorry. I need the normal wallmasks for all the basic maps. I guess I used that one my accident...
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Muddywater
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« Reply #23 on: August 28, 2009, 07:21:13 pm » |
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Oh, right. Sorry. I need the normal wallmasks for all the basic maps. I guess I used that one my accident...
So all that needs to be mapped is conflict, waterway, classicwell, and collaborative, right?
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Theta Zero
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« Reply #24 on: August 28, 2009, 07:21:57 pm » |
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And snowtruefort, as Teekytots said that snow2dfort worked perfectly fine.
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Muddywater
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« Reply #25 on: August 28, 2009, 07:27:24 pm » |
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And snowtruefort, as Teekytots said that snow2dfort worked perfectly fine.
Alright, I'll map 'em top to bottom and post the newly mapped ones here.
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Theta Zero
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« Reply #26 on: August 28, 2009, 07:33:40 pm » |
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Thank you, very much.
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Muddywater
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« Reply #27 on: August 28, 2009, 08:32:32 pm » |
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Ok, I've mapped snowfort.  Locator: http://www.mediafire.com/?sharekey=0bd5b6ddbc04e190111096d429abd360e04e75f6e8ebb871Also, Fun Fact: Muddywater was going to do a snow map pack a while back, but never finished it. It was called "The Snowball Pack" and consisted of 3 original maps for each game mode, ctf, and both versions of cp.
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Theta Zero
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« Reply #29 on: August 28, 2009, 08:40:43 pm » |
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Thank you, very much. I'll post this up here.
Nope, it's just water. Not frozen, just regular water.
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