Tremulous Forum
Media => Map Releases => Topic started by: Taiyo.uk on June 05, 2007, 03:23:01 am
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Update: Final r1.0 is out:
Map page: http://www.haosredro.com/trem/map-groundsource/index.html
Download:
map-groundsource-final.pk3 (http://www.haosredro.com/trem/map-groundsource/map-groundsource-final.pk3)
groundsource-final.zip (http://www.haosredro.com/trem/map-groundsource/groundsource-final.zip) (source)
Tell me how broken my first map is ;)
...and a preliminary implementation. pk3 coming soon.
(http://farm2.static.flickr.com/1299/530948641_97fe592dc1_o.jpg) (http://www.flickr.com/photos/10974774@N00/530948641/)
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all the color makes it look a bit cartoony
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all the color makes it look a bit cartoony
And this is bad... why?
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its painful to look at
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It looks fine, shut up.
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<3
Please tell me you die if you fall...
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more screenies and i'll comment
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It looks fine, shut up.
it has too many random colors
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Sexy.
Add flares!
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add more bright purple and green
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+1 to all idea's/suggestion's
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Thats true there are a lot of random colors... but this makes it all the more k0rny :P
and this isnt bad I agree... it looks great!
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don't bitch about the colors, it looks great!!!
Just put in the colors that make you feel happy! You cant go wrong with the colors, they are just happy accidents!! :D (Bob Ross quote :D)
I love it, hurry up with the PK3!! :D
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It looks fine, shut up.
it has too many random colors
Like you! Ooooooh! Burn!
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Substation transformer and power distribution:
(http://farm2.static.flickr.com/1263/531397245_378c48a97e_o.jpg) (http://www.flickr.com/photos/10974774@N00/531397245/)
Main pipelines ascend into a riser tunnel:
(http://farm2.static.flickr.com/1348/531397247_7d0b10a213_o.jpg) (http://www.flickr.com/photos/10974774@N00/531397247/)
Default alien base in the ventilation room, with the obligatory Trembru machine of course.
(http://farm2.static.flickr.com/1236/531397249_712702248a_o.jpg) (http://www.flickr.com/photos/10974774@N00/531397249/)
The alpha release is nearly done - just sorting out the trickjumping and bugbuilding orgies that happened over the large pipes during many private test games. The .pk3 should be out within a week.
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looks good.
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Really nice, keep up the good work.
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Another one for 1.2 i'd say...
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Looks very nice, but I already have great concerns about the clipping, with all the tasty looking details around. But really, a superbly looking map. Beats those screenshots of hollowed cubes we usually have to put up with.
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another pimp station
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Yeah that's pretty cool, can't wait to play it! :D
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Looks quite good. Your fps counter has me a little worried, but we'll see. It looks nice, anyways :D.
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hmm, looks not bad, seems to have some climate. although i dont like that connection of colours. but the lighting is nice ;]
i hope it wont be that fps droppy ;s
lookin foward for your release
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look like there are a lot of places for dretches to hide.
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all the color makes it look a bit cartoony
Reminds me strongly of FUTURAMA: THE GAME.
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Nice looking =D
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It looks fine, shut up.
it has too many random colors
Like you! Ooooooh! Burn!
there really isnt anything i can say to make you look more stupid than youve already made yourself with that nice little comment
i dont like that connection of colours.
the lighting is nice ;]
i hope it wont be that fps droppy ;s
lookin foward for your release
+1
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Your fps counter has me a little worried, but we'll see.
I have integrated intel graphics. I hope this is the FPS bottleneck.
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Taiyo is sexy.
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Taiyo is sexy.
Spam +1 :D
PS: He is!! :D
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Do not let these tasteless people talk you into changing the colorscheme you are using for your map, Taiyo!
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Color in Taiyo's map = Better than n00b pl0x
@n00b pl0x:
Can I see you making a half assed attempt at making a map? NO!!!1!!one!
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Colors are just fine, don't change 'em.
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That 2nd picture has too many pipes O_O....................I like it!!!
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Color in Taiyo's map = Better than n00b pl0x
@n00b pl0x:
Can I see you making a half assed attempt at making a map? NO!!!1!!one!
_DO_ i see you making a half assed attempt at flaming coherently? no...
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Mapping PWNS Flaming, cocksucker n00b
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Bump! Alpha 1 is out. Check first post.
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Screens seem cool :P I'll check it in game. :granger: :granger:
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What happened your alien model project D:
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It needs a map to infest!
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I gess that makes sence... In some wierd way -.-''
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-Your falling water/liquid is missing a texture
-missing tex on the base of the railing next to the three pipes that go up towards human base.
Excellent work. Performance is within acceptable levels, it looks very very nice, and it looks like it should play well.
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Oops, I think I messed up the shader and particle scripts - It still refers to stuff from the gloom2beta2 map.
Anyway, it's fixed.
New download link (http://files.filefront.com/map_groundsource_a1pk3/;7717624;;/fileinfo.html)
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nice map, interesting idea, water and machines and pipes look cool. seems well made. i like it.
-water could have fog for more cover?
-alien base has only one entrance, thats not good imo
-a bit small for my liking, there arent that many places for potential bases.
-performance is bad here:
(http://img409.imageshack.us/img409/2975/shot0004eo3.jpg)
maybe try some hint brushes, not just for corners, also maybe try reducing number of textures used in one place.
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Taiyo, apart from the fac that my 700mhz runs your map at 10 fps (even less that Sokolov, good job!:), I'm very, very impressed. Great job, you are an example for the rest.
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Taiyo... 0.0
Have you ever made a map before? If you haven't I'll murder you :).
*sighs* I find that so hard...
btw, good show, rather blooming spiffing map old chap, top hole!
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Taiyo.uk... Lie to badger beacouse far I know him, he is going to kill you. -.-''
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When a human is drowning, I get a message that it cant find some sound->using default instead.
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Your fps counter has me a little worried, but we'll see.
I have integrated intel graphics. I hope this is the FPS bottleneck.
I have a gf 7600 gs. Still drops low. Hint it up and reduce the portal count if you can but i fear this will interfere with the radar. Also try to make more shortcuts like the one where the pipe crosses the grate. They add to the tactics available.
Also I like the maps feel. While i'm not a fan of truly colourful maps at least these aren't overbright and i can live with them. Polish it up and I will enjoy playing it.
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Averaging 100 to 145 fps. amazing map! Will upload to funzone in a few mins
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Very cool map, seems to be fun. Can't wait to play it for real =D. Love the underwater stuff, isn't this like the first Trem map where you can dive?
Though, it's a pity that you can't open that big door close next to the human base.. :/ Will you be able to in a later version?
Hey, I somehow made the elevator get stuck downstairs. I played around with the switches, first I pressed the button inside the elevator, then I jumped out and pressed the other one, and I could do that a million times. Then the elevator got stuck xD
But anyway, a great map. Just like I like it.
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Mapping PWNS Flaming, cocksucker n00b
I'm trying to figure out what youre good at, and its really giving me a hard time.
You cant flame, you cant play trem, you dont even know what the words grammar and coherent mean.
when i was in your clan, you never said you had anything to do like sports, so what ARE you good at?
sitting at your computer ceaselessly stealing your flames from evlesoa and thinking you can get the better of me by it?
dont get me wrong, i dont want you to stop. i just find it very humerous that youve taken a personal vendetta against me on an english speaking forum, when you dont even act like english is your first language.
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Very cool map, seems to be fun. Can't wait to play it for real =D. Love the underwater stuff, isn't this like the first Trem map where you can dive?
Though, it's a pity that you can't open that big door close next to the human base.. :/ Will you be able to in a later version?
Hey, I somehow made the elevator get stuck downstairs. I played around with the switches, first I pressed the button inside the elevator, then I jumped out and pressed the other one, and I could do that a million times. Then the elevator got stuck xD
I can extend the map if that's what the majority want. There's also deep water on Pulse by Soubok. I'll see if I can reproduce the elevator bug. I guess you might have made it trigger just once causing it to wait for 9999 seconds.
Hint it up and reduce the portal count if you can
Yup, I'm reading up on hit brushes/optimisation right now...
]When a human is drowning, I get a message that it cant find some sound->using default instead.
Odd... Does this happen in all deep water maps or just this one? The drowning sound is included in the trem common pk3.
-water could have fog for more cover?
-alien base has only one entrance, thats not good imo
-a bit small for my liking, there arent that many places for potential bases.
-performance is bad here:
I can add fog if all the pipework and darkness down there proves inadequate, but I don't want to make another map that creates three hour long "catch the last dretch" parties. I'm hoping that with the current setup a good alien player can hide a dretch behind all the obstacles, and a good human player can mass drive the last dretch as soon as it shows itself. We'll see how the one entrance alien base fares in the test games, and I've seen tons of different and sometimes just plain insane bases there - the only nobuild areas are behind the four grates in the water channels. Human base built among the lower supporting members of the intake pipes was one of my favorites.
my 700mhz runs your map at 10 fps
I'll aim for 5 next time ;)
Thanks for all the feedback so far. I hope I don't need to do too much for alpha2 ;)
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I found another issue with the elevator, you can get stuck below it. You can't get out if not someone comes and push the button for you.
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Mapping PWNS Flaming, cocksucker n00b
I'm trying to figure out what youre good at, and its really giving me a hard time.
You cant flame, you cant play trem, you dont even know what the words grammar and coherent mean.
when i was in your clan, you never said you had anything to do like sports, so what ARE you good at?
sitting at your computer ceaselessly stealing your flames from evlesoa and thinking you can get the better of me by it?
dont get me wrong, i dont want you to stop. i just find it very humerous that youve taken a personal vendetta against me on an english speaking forum, when you dont even act like english is your first language.
How would you know how I play?
I am the leader of a respected clan and you? You don't even have a tast in music. *cough*britneyspears*cough*
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I found another issue with the elevator, you can get stuck below it. You can't get out if not someone comes and push the button for you.
The left hand track is a ladder.
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Ok, the map is available and in rotation on DASPRiD's Custom and DASPRiD's Funzone, with HTTP-DL.
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my 700mhz runs your map at 10 fps
I'll aim for 5 next time ;)
That was meant a compliment for your ability to make use of Quake3's potential for shoving around large masses of triangles.
I would have been very sad if your map ran on my box at 60fps, since that would mean you were slacking off on the details, something that certainly cannot be said about your current map ;)
Keep up the good work.
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I found another issue with the elevator, you can get stuck below it. You can't get out if not someone comes and push the button for you.
The left hand track is a ladder.
I mean, in the little space below.
If you jump in when the elevator is not there, and the elevator comes, you get stuck.
At least as dragoon. Haven't tried with other races and humans...
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colors are growing on me
_________________
Resistance is futile.
Pledge allegiance to the pl0x.
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Mapping PWNS Flaming, cocksucker n00b
I'm trying to figure out what youre good at, and its really giving me a hard time.
You cant flame, you cant play trem, you dont even know what the words grammar and coherent mean.
when i was in your clan, you never said you had anything to do like sports, so what ARE you good at?
sitting at your computer ceaselessly stealing your flames from evlesoa and thinking you can get the better of me by it?
dont get me wrong, i dont want you to stop. i just find it very humerous that youve taken a personal vendetta against me on an english speaking forum, when you dont even act like english is your first language.
How would you know how I play?
I am the leader of a respected clan and you? You don't even have a tast in music. *cough*britneyspears*cough*
you tried to run the australian extention of my clan like 3 times and phailed each time.
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plox and kaleo, stop using this thread for your personal vendettas.
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\/\/000000|-|000000000 p\/\/|\|z0r |\/|4p 1|)34 + y0u ru13 741y0.u|<
<3 y0u 4|\||) y0ur |\/|4p
RATING: 10^99999999999999999999
GREAT MAP
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Filefront was non-responsive for me for a day.
Anyways, it's up on the MG map repo here (http://mercenariesguild.net/base/map-groundsource-a1.pk3)
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Update: Alpha 2 is out, check first post.
Changes since alpha 1:
Elevator fixed
Second entrance added to alien base
Weaponclipped the large grating to the alien base
Clearance beneath large pipes increased to allow dretchen to walk beneath them
Planted some weed outside
Playerclip added to stop jet-tards from seeing too much of the skybox
Thanks to all those who've given me feedback so far, and to everyone on Fun-Zone who've playtested the first alpha.
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Alpha2 is up on the MG map repo here (http://mercenariesguild.net/base/map-groundsource-a2.pk3)
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Also up on DASPRiD's Custom and Funzone.
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Just tried a2, a pretty human favored map. The default human base is a bit too strong. Aliens can't use the elevator as they will only get shot from above. The tunnel with the main pipelines are too small for larger aliens. Large aliens can only use the long, small hallway to attack human base and they usually can't escape because there is no cover but blockers.
As for the main "pump station", it is too "crowded" and is tyrant-proof by itself. Jet is a lot more maneuverable than any alien classes there. So aliens hardly build again after its default base is gone. They can only run to the "substation transformer" which is pretty predictable. That place itself isn't good for an alien base anyway since it is too close to the elevator.
The map needs to be "larger" in general to increase the overall mobility of aliens.
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Alpha 3 is out, check first post.
Changes from alpha 2:
New room added
Ladder at the base of the riser tunnel changed for a stairwell with sufficient clearance for tyrants and adv. goons.
New vent added from default alien base to the new room.
New vent added from the new room to the riser shaft in the new stairwell.
Another bridge added across the large pipes
Known bugs:
Tyrants have "sticky" movement in the stairwell despite having sufficient clearance. I'm unsure what the cause is.
Still very little optimisation as I prefer to leave this till the map layout has been finialised.
Once again thanks to those who have given me feedback on the second alpha, I hope the changes in a3 will make the map more balanced.
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Alpha 3 is up on the MG map repo here (http://mercenariesguild.net/base/map-groundsource-a3.pk3)
I played this map yesterday (alpha2) and aside from my general suckiness, I noticed one thing in particular. It is very difficult for aliens to get around. Wallwalking is almost impossible, and it's very cramped for goons. At times, humans were attacking our base 5-10 feet away, and wallwalking sent me all over the place. I had to pick my way around to get over a wall (and all the accompanying pipes). I have to admit though, there is a certain humor in humans hearing you, you seeing humans, and noone can figure out how to get to the other all that quick :-P
The map is gorgeous. For gods sake, for our sake, keep it up :-D Very interesting layout and some really cool features (waterfall/flooded area is a nice touch, as is the outdoors area).
edit: Dang, alpha3 looks even better :)
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I have played a3 as both alien and human with more than 5 people per team. Now alien has a better base but the game play problem is still the same.
Overall game play problem:
The pipes and water only affect the movement of alien but not s2 human. When human reaches s2, all of them just go jet and fly above the waterfall area. Those fliers are almost impossible to take out even with poison because goon will fall into the water after pouncing them. When goon is in water it is dead as it's slow and can't pounce back on the ground easily. Those jetters just fly around and destroy everything they see from afar with las or pulse. The only chance for alien is not to let humans reach s2 at all. Even for s3 vs s3, aliens still have a hard time because tyrant is just not encouraged for the map. Also adv.goon still suffer from the problem of attacking fliers on the water. Not to mention the pipes also somehow block pouncing. Alien players generally leave the team as long as human reaches s2 and leave me playing alone. :(
In a3 most corridors are enough for a tyrant but it must follow a straight path to move. It is difficult for tyrants to do anything when people shoot and keep running into their own luci. Then when they are about to reach the water they start to fly up and spam the alien base. Corridors just enough for the bounding box isn't good enough as there is no space to evade pulse and luci.
About building:
Alien could use a door in the room of the default base and in the new room to increase the usable area and prevent jetters from shooting buildings from afar.
Human base is very strong as it basically has only 1 entrance and the escape route for alien is long.
The waterfall area is very good for human to build front base. Alien can't move properly in water and the turrets can turn faster than goons. It gets annoying when human builds up on the water. Use jet to shoot things then just drop down to get resupply. While it has almost no value for alien to build in water.
In water, goon can't pounce and human can just shoot as they are on land. Water, although looks cool, contributes the most to the game play problem of your map.
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Does the water slow down bullets? If it doesn't, it should.
Anyway, I haven't been able to play a single game on this map, just using devmap or entering the FunZone, which is always empty. Same with DASPRiD's Custom. Seems like almost no-body have got the map, everytime I am on a server running I see people just connect and disconnect when they found out they haven't got the map.
So people, download this great map! :)
BTW, the map still lacks a map name and screen... maybe you knew that already :P
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Alpha 4 is out, check first post.
Changes since alpha 3:
Wide bridge added to allow tyrants to get across the pipes.
Doors added to the alien base and the substation room
Both grilles to the alien base are now weaponclipped
Height of vents reduced so that humans need to crouch to use them
Skybox changed
Glass roof added to the outside area
Lower half of the sump is now no human build
@Pete: I don't think the engine allows for water to slow projectiles (and rifles are hitscan weapons anyway) though this would be nice.
@Kotonoha: Yes, I need to do something to discourage jet-tards and/or make it easier for aliens to pwn them. Hopefully the doors and new bridge will do some of that. Perhaps something involving a target_kill and a very large trigger_multiple ;)
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Map is very detailed, clearly looks like you put a lot of work into this! My one complaint is that this map is very difficult to play as Aliens. Aliens are simply too large to fit into many of the spaces and the map feels very cramped. :(
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Alpha 4 is up on the MG map repo here (http://mercenariesguild.net/base/map-groundsource-a4.pk3)
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There is a missing texture on that cart outside the alien base.
BTW, I don't like when you can't shoot through stuff which clearly looks like you should be able to (*cough* grilles *cough*) :P
Oh, and I like the new skybox, the outdoors have a completely different feeling now :)
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Had something to do yesterday and didn't play a game of a4 yet. But I have seen a few problems when running around the map. First the new doors are missing textures to me. The new room on the other side of the vent still need some cover at the entrance. The LOS on the water seems worse now (more blockage) which is a good thing. I think to get rid of the jet problems blocking the bullets of human on the "pool" is the best (maybe add a glass wall of something). As long as human can't build under water, flying on it would give no advantage to them.
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you tried to run the australian extention of my clan like 3 times and phailed each time.
Did I? What was the clan?
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Alpha 4 up on DASPRiD's.
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Played a4 yesterday and the new door is bugged. If you build something very close behind the door it will be blocked forever. Even alien/human can be stuck at the door. Please use the nexus6 style door if possible. The stairs connecting the main pipes has a low ceiling that larger alien attack my not register properly, just like using a goon in the vent of atcsalpha.
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no...that building glitch not door glitch
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Whatever the case in the next release the areas behind the doors will be nobuild.
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Played a4 yesterday and the new door is bugged. If you build something very close behind the door it will be blocked forever. Even alien/human can be stuck at the door. Please use the nexus6 style door if possible. The stairs connecting the main pipes has a low ceiling that larger alien attack may not register properly, just like using a goon in the vent of atcsalpha.
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Whatever the case in the next release the areas behind the doors will be nobuild.
The stairs connecting the main pipes has a low ceiling that larger alien attack may not register properly, just like using a goon in the vent of atcsalpha.
Fixed Kotonoha@hsp.hk's.
Just nitpicking.
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Bump! A5 is out.
The narrow stairs bug still exists, I'm still working out how to solve that one.
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The narrow stairs bug still exists, I'm still working out how to solve that one.
Make them wider? xD
I know it's a pain in the ass, but you could redesign that area.
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Make them wider? xD
Don't be silly. Never before has one heard such an outrageous suggestion. Alpha 6 will have the latest tyrant accessibility technologies* installed.
* wider stairs
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By the way, advanced dragoons won't fit either, they'll have to walk on the edges. Tyrants, however, are white men, and cannot jump.
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Adv. goons will fit in A6. This has been a persistent complaint, and the stairs have been altered to allow large aliens to use them without getting stuck or running into the "sticky clipping" issues there are in A5.
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Time for some new reviewing:
I see you changed those grilles, thanks. :)
And fixed the door textures.
Well there are still missing textures, on the cart outside the alien base, plus on the fence thing in the blood room. And I think there is a missing texture on the shelf in the blood room, too, but I'm not sure.
There is one weird bug on the elevator I found out yesterday. When you, as a Tyrant, Dragoon, or other alien, is coming up on the elevator, if a human jumps down and hits you, you get immediately squished, and the human doesn't get hurt at all, and since the elevator is moving up he's back to base in no time.
I think it's pretty funny, but it's kinda mean to the aliens, I mean you can kill a 400 hp tyrant in one sec :P
But it makes the elevator even more useless as an attacking route...
Oh and the map still lacks an image and map name.
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Pete, the map is an Alpha, therefore it is only here for gamepley tests only :/ I think that there would be an image in the Beta stage....*makes taiyo put an image in beta stage*
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This map is an amazing work of art. It is perfect apart from some lack of caulking which you admitted to in-game. Perhaps if it was optimized more for those P3700mhz people, it could be one of the best around ^^
PS: Would you really donate whole fz annual server price if we added rocket powered painsaws? Do you even know the annual cost ?!
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Pete, the map is an Alpha, therefore it is only here for gamepley tests only :/ I think that there would be an image in the Beta stage....*makes taiyo put an image in beta stage*
Well, since barely no-one is playing this map it's kinda hard to test the gameplay.. I've only played it against a newbie, and I won every match... :P
But it's a really fun map. I hope it gets more popular.
I mean, I registered on this forum mostly because I wanted to comment this map :)
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Well there are still missing textures...
Oops... I'll get those fixed in the next release. Most of the "re-texturing" was done by opening the .map in a text editor and replacing the third party map names with "groundsource". I must have missed some.
There is one weird bug on the elevator I found out yesterday. When you, as a Tyrant, Dragoon, or other alien, is coming up on the elevator, if a human jumps down and hits you, you get immediately squished
ROFL!
I tried this in a game on FZ. This works with two humans as well.
This is probably to do with the elevator being a crushing func_train. I think I'll have to put a roof of sorts on the elevator to fix this. That should also make it more useful as an alien attack route.
There are also allot of brushwork improvements in the works - much of it is still pure nab (intersections, overlaps, inefficient joints, etc...)
PS: Would you really donate whole fz annual server price if we added rocket powered painsaws? Do you even know the annual cost ?!
I don't care if I have to sell my house and resort to burglary, I want rocket propelled chainsaws!!1! http://tremulous.net/phpBB2/viewtopic.php?t=5279
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There is one weird bug on the elevator I found out yesterday. When you, as a Tyrant, Dragoon, or other alien, is coming up on the elevator, if a human jumps down and hits you, you get immediately squished
Kamikaze human!!!!!!!!!
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There is one weird bug on the elevator I found out yesterday. When you, as a Tyrant, Dragoon, or other alien, is coming up on the elevator, if a human jumps down and hits you, you get immediately squished
Kamikaze human!!!!!!!!!
What a cool bug!
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A6 is in the works, and looks like it may be the final alpha, or at least I haven't had any layout or balance complaints from private testing. A major difference is that the number of PVs has been reduced by just over 87% (and the vis stage reduced to seconds). There were many unnecessary structural brushes and the overall geometry of some areas was crap. The map still looks the same but now all of the structural walls are flat. I now need to start placing hint brushes to ease the massive trianglespam that this map creates:
(http://farm2.static.flickr.com/1184/691968618_b3d9624e6a_o.jpg) (http://www.flickr.com/photos/10974774@N00/691968618/)
(http://farm2.static.flickr.com/1406/691968664_5a464e8d88_o.jpg) (http://www.flickr.com/photos/10974774@N00/691968664/)
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My eyes!!!!!
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A6 is out. Looks to be the last alpha since it seems to be fairly balanced now.
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A6 is up on the MG map repo.
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It looks fine, shut up.
it has too many random colors
When is the last time (or never) that you have been in an industrial/production complex. The colors here are tame. In reality, each pipe has a different color depending on what is in it (compressed air, water, natural gas, oxygen, nitrogen, coolant, etc.) and some times different color combinations to indicate flow directions. Doors are strange colors depending on if they are fire retardent, blast resistant, auto-close, etc.
And yes, the FPS worry me but it sounds like it is being addressed.
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Beta 1 is out. See first post.
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RC1 is out, check first post.
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first post link says b1 even though it goes to rc1
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I'll skip past all the spam so sorry if this has been mentioned before, but I'd recommend toning down the reds and blues a bit, they stand out far too much and spoil the industrial theme in my opinion.
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on funzone, not in rotation though.
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This map makes me want to have 1.2, so that everybody would have it and we all could play and I could be constantly annoyed at the fact that my 700mhz struggles to run it. Good job.
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and who would care about u?
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added to fz rotation
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Bump!
Final released. Check first post.
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nice screenshits. and map too :)
EDIT: do not make any more posts. 1337. :O
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It looks fine, shut up.
agreed it looks fine! better then atcs
oh and can i have the .maps please because it looks just like the basement of one of the maps i wont to make don't worry i just wont to make some sand on top of it and stuff i will fail and if i don't you can take all credit
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nice screenshits.
ARGH! Whoever decided that O and I should be next to each other is a n00b.
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nice screenshits.
ARGH! Whoever decided that O and I should be next to each other is a n00b.
XD that made my day right there
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Anyway good map.. i vote i should be in 1.2 i like it :)