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Testing New XMAS MAP

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dU.Mapper
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UT Name: THUNDERBOLT UT Since: 1997 Gender: Gender:Male
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PostPosted: Sun Dec 22, 2019 7:56 pm
PostPost subject:Important Testing New XMAS MAP
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I worked on this map since September and whenever I could; I added the weapons of the counter strike package that have an appropriate damage (nothing exaggerated), in the end I wanted to put the monsters of the kfchristmas package, but I noticed that they had many polygons and when testing with only 4 monsters in one area, the FPS They went down, so I put common monsters, I still haven't decided whether to create a Christmas skin or not.

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UT Name: Terraniux UT Since: 1999
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PostPosted: Mon Dec 23, 2019 3:21 am
PostPost subject:No icon Re: Testing New XMAS MAP
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Very nice Thunderbold.  Looks great!


Put it on main soon, or at least mapping!

Very Happy1
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dU.Mapper
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PostPosted: Sun Jan 05, 2020 2:01 am
PostPost subject:No icon Re: Testing New XMAS MAP
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PostPosted: Wed Jan 08, 2020 3:51 am
PostPost subject:No icon Re: Testing New XMAS MAP
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On Mapping!
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dU.Mapper
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PostPosted: Wed Jan 08, 2020 9:21 pm
PostPost subject:Important Re: Testing New XMAS MAP
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I was testing the map online and although I finished it, I noticed that the monsters follow the viewer's camera at the beginning of the game, (I have no idea why he does that), at the end of all I just miss a monter (mullog) jumped on a building and then on a higher one, but in the game there are 2 demmers so I solved it quickly. The map physically does not need corrections, perhaps the location of the monsters tactically, because some packages of monsters on the servers are more difficult than the originals. But I did the test alone, we would have to test in a team, and it always changes every time, because the attention of the monsters varies (so to speak).

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PostPosted: Thu Jan 09, 2020 1:55 am
PostPost subject:No icon Re: Testing New XMAS MAP
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Impressive, TB. Shocked I died a lot on my try.

Also I couldn't jump on the ladder to climb the end building. Had to cheat to finish.

I guess monsters attack players at the beginning because players touch some trigger when entering the map before game starts. I've not checked the map yet to confirm.
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PostPosted: Thu Jan 09, 2020 8:25 pm
PostPost subject:No icon Re: Testing New XMAS MAP
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TB: map is good as it is. Maybe some tentas could be put in some spots. The queen was a pain (and telefragged my latex ass because it was the only possible option to unlock her).
I didn't use the weapons from that weird other game which I shall not name, the regular sniper and stuff are much more versatile and the [insert weird game's name] weapons have too much recoil + their reloading takes a lot of time. No complaint, just an observation. Others might find those weapons more useful than I did.

Cyberia-Mix wrote (View Post):
Impressive, TB. Shocked I died a lot on my try.

Also I couldn't jump on the ladder to climb the end building. Had to cheat to finish.

I guess monsters attack players at the beginning because players touch some trigger when entering the map before game starts. I've not checked the map yet to confirm.
 


You mean the double ladder place leading to the two Skaarj? There are jump boots in a deadend spot just next to it.
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dU.Mapper
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PostPosted: Thu Jan 09, 2020 10:04 pm
PostPost subject:Important Re: Testing New XMAS MAP
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While the map had a pair of boots, I decided to take more time to correct the fire escape (which brought me a lot of problems) and I finally made it.

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As for the weapons, they are more of the counter strike type, closer to the real than the unreal, it is true that being so used to the unreal weapons that they do not need reloading and whose ammunition is increasing online, the counter strike are made difficult at the time of reloading (especially if the monsters are running around you at that time), but the advantage of these weapons is that their shots go through the walls.
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PostPosted: Mon Jan 13, 2020 2:59 am
PostPost subject:No icon Re: Testing New XMAS MAP
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On Mapping.
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