Welcome to CMM

The CMM forum software was recently upgraded, some things may have changed and some things may be broken or not working. Please let me know by PM or on IRC if you have any problems using this forum.

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_alinosperch [alpha]

Alpha versions of your map
User avatar
Posts: 38
Joined: Wed Sep 07, 2011 12:30 am
Location: Germany

Re: ut4_alinosperch [alpha]

Postby VanilleOD » Thu Sep 15, 2011 5:21 pm

I just optimized it for zombie and other servers. And why only 6vs6 ts? You still can play it, but you can play 25vs25 too.
There are already servers with more than 50 used slots. Why dont make a map that works on those servers too?

User avatar
Posts: 80
Joined: Thu Aug 18, 2011 12:49 pm
Location: Germany

Re: ut4_alinosperch [alpha]

Postby v3nd3tta » Sat Sep 17, 2011 10:51 am

oh god... everything more than 16v16 is not suited for UrT - my opinion even goes to a "normal" 5v5 / 6v6 which is the best.
I do 16 spawns for each team / group ofcourse, to prevent spawn bugs on "normal" 32-slot servers (like in urthd will only be)
I have not seen a single server that supported more than 32 players okay, some don't even do that.
They are laggy, and if the server Admins want to - they put the map on the server, because on tdm (what they play most) some spawn-telefrags are okay.
But as this map is suited for zombies and massive tdm's - I'm okay with that many spawns :)
Homepage | YouTube | Hazewood Security
Steam: v3nd3tta`` | Twitter: v3nd3tta1337

Return to “Alpha”

Who is online

Users browsing this forum: No registered users and 1 guest