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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

ut4_bus_stop

Alpha versions of your map
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nemNEMnem
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Re: ut4_bus_stop

Postby nemNEMnem » Sat Sep 17, 2011 8:49 am

can u told us when u test the map?
for a big tree, you need a small axe.
--Bob Marley--

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johnnyenglish
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Re: ut4_bus_stop

Postby johnnyenglish » Sat Sep 17, 2011 10:37 am

We get the CMM server back from skeetshoot on Monday so I'll put the map up then along with any competition maps that are ready to be play tested.

We can put a password on the server so only CMM and guests can see the maps.

MajkiFajki

Re: ut4_bus_stop

Postby MajkiFajki » Sat Sep 17, 2011 10:39 am

So no pk3 before that?

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johnnyenglish
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Re: ut4_bus_stop

Postby johnnyenglish » Sat Sep 17, 2011 10:41 am

I'm compiling atm - it may take several hours as I'm bounce 99 just to light it up a little more - I've not finished the lighting in some areas

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johnnyenglish
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Re: ut4_bus_stop

Postby johnnyenglish » Sun Sep 18, 2011 11:26 am

I built the alpha version yesterday, sent it to a couple of people - I'd forgot to add the location names so I'm re-compiling the map

In the meantime, there's a bit of a new video in the first post - me and picola and some bots testing the spawns face the right way.

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Delirium
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Re: ut4_bus_stop

Postby Delirium » Sun Sep 18, 2011 12:48 pm

Your ceilings are a bit high in places but its definately coming through quite nicely

can we get a birds eye shot of the map layout?
Image

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johnnyenglish
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Re: ut4_bus_stop

Postby johnnyenglish » Sun Sep 18, 2011 1:09 pm

busstop.jpg


and it's finished compiling so I'll add the download to this topic when I've uploaded the map.

Totally agree about the high ceiling, Rylius also pointed it out and it's on the list of things to do.

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LynXIII
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Re: ut4_bus_stop

Postby LynXIII » Sun Sep 18, 2011 2:13 pm

looks great so far, proceed! :-)

MajkiFajki

Re: ut4_bus_stop

Postby MajkiFajki » Fri Sep 23, 2011 4:08 pm

I afraid, that this map will be serious problem on public servers. SR8/G36/PSG1 will have a feast. Just look at the flag route for blue team. I run and run and run and I'm finally at the mission area! Oh, wait...

Image

K/D ratio will always win. And You have added stairs near red flag and rails at the side I come from to get flag. It makes me harder to get upstairs quickly - rails.

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johnnyenglish
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Re: ut4_bus_stop

Postby johnnyenglish » Fri Oct 21, 2011 3:56 am



Playing with models


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