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Post Info TOPIC: DM-1on1-Duality RC7 - final !!!!!!!!!!! [update 11/25/2010]


French cat under acid

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DM-1on1-Duality RC7 - final !!!!!!!!!!! [update 11/25/2010]
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Hi mates,
this is another project of duel map, named DM-1on1-Duality.
This map is quake-based and holp style and focussed on duel gameplay.


Latest screenshots :

screenshot00053.png



List of modifications since previous versions [update 11/25/2010] :

Added full customs Quake III stingers/rewards/sounds
Added custom teleporter, bots use it now lol
Added news decos stuffs (mainly on ceillings)


Old modif :

Lighting + shadowing done
Blocking volume done
polishing all materials done
outdoor polishing done
AmbientSounds done
preview pic done

Switch the link and the flak placement.
Lighting almost finished.
Addded customs lifts and doors movers.
Ehanced the bot pathing.
Added deco BSP walls.

Added some news stingers sounds
Start to light the map (in progress)
Add decos outdoor
Allow some walldodges here and there.
Change the shield belt announcement (with sounds from QuakeIII).

added red sky and planet.
added music & stinger sounds (from QuakeIII).
tweak a bit the items placement.
added new set of textures and redo/increase some of thems.
redo the primary lighting and started to light the entire map (not finish).
Some BSP adds (the link and rocket rooms are on work).



Download RC7 (final)
















-- Edited by NOVA on Tuesday 30th of November 2010 10:36:19 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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RE: DM-1on1-Duality beta
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layout looks very promissive...like always wink.gif

....but D/L dont work here ^^

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Drinker of too much beer

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Im trying DL.
Looks like an Evil texture set being used there...evileye

EDIT.
DL not working here either mate.

-- Edited by Diesalot on Tuesday 13th of July 2010 08:25:30 PM

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DWN doesn't work for me neither.

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French cat under acid

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lol it's work for me (c'est un peu con lol)

Updated link to mediafire ;)

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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work like a charm now wink.gif

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French cat under acid

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Diesalot wrote:
Looks like an Evil texture set being used there...evileye


no no, it's a texture set from a Quake III custom map by Lunaran wink

 



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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héhé first feeling:
on the good side:


-excellent layout with perfect flow and Zaxed action

-the central pillar/shield belt spot with hurting water at the bottom is tip top

-the two lifts + the jumppad work perfectly and drive back the action to the top of the map

-the sniper spot is excellent and risky (good balance)

on the ...hm...other side^^:

-if u grab the rocket launcher and jump on the minigun u can camp there with the sniper :
* u have nice vision and u can from there send rocket grenades in a randomly way and spam the game in multi DM
*u camp near two 25 health pack and can wait the shield belt and snipe during that time

-from the minigun spot u can grab 2x25 health points and in 1jump at the bottom of the map u have 2x25 pts more....if u have luck and come from the shildbelt collect u have toooooo much!

-the rocket launcher on the top of two lifts is again a nice place to spam the game with grenades in the lifts cages


i think mooving the 2 x 25 health pack far from the center is the best way; one at each side of the map
all in all it s another kick arse map; very very fun; bots did their job nicely; keep up the fun work wink.gif

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French cat under acid

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@ eric :
exactly the kind of feedbacks I was looking for, as always, you are necessary to me smile

now, we have to talk my friend (in french, sorry but to lasy this night lol)

c super interressant d'avoir le point de vue d'un autre joueur, tu vois avec ma façon de jouer je trouvais interressant d'avoir les health pack dans des endrois ouvert, parce que contrairement à toi, je ne pense pas à camper à c endroit mais plutot rester en hauteur de la map et attendre que mon adversaire y aille pour le butter lol

à propos du RL, idem, je me sert jms des grenades, et donc j'avais pas pensé à ça par rapport au lifts ;)

donc keske tu me propose au nivo du placement du Rocket ?

eske tu pense qu'il serait judicieux de modifier l'acces au Shield belt de sorte qu'on ne puisse pas y acceder depuis les platforme inferieur, juste par le dernier nivo, ça serait peut etre mieux nan? je pourais reduire la platform pour ça...

au nivo des health pres du minigun, je les enlève, mais je les met ou? lol



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Connoisseur of Bourbon!

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Damn...how did I miss this one. buggered.gif

Layout looks very tasty M8! beer.gif
I'll try to free some time up tonight to check it out!

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French cat under acid

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lol thx LPS, it's a old school layout, almost based from Quake Arena wink


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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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NOVA wrote:


c super interressant d'avoir le point de vue d'un autre joueur, tu vois avec ma façon de jouer je trouvais interressant d'avoir les health pack dans des endrois ouvert, parce que contrairement à toi, je ne pense pas à camper à c endroit mais plutot rester en hauteur de la map et attendre que mon adversaire y aille pour le butter lol

very unbalanced in 1v1; on same level of "skill" the first to grab the shield & the rocket laucher is quite sure to grab all the health he need and to do what u propose: waiting the other from the top and immediatly destroy him when he try to grab health wink.gif
less problematic in multiDM if all the players have same skill.....else it can be a "one way/player" map if someone is more skilled...i mean u ll not be abble to stop his killing sprees


à propos du RL, idem, je me sert jms des grenades, et donc j'avais pas pensé à ça par rapport au lifts ;)

i said grenades but it s same way for flak and bio secondary fire(all weapons with a curved trajectory :p)...imo here the link gun or the thingspads(no need a weapon;u can keep the weapon base or change it to another thing)


donc keske tu me propose au nivo du placement du Rocket ?

the rocket laucher at the bottom of the map (center of the map too) is a nice balance; risky to grab it because it s an important item and motivate peeps to navigate the map in ZAxe

eske tu pense qu'il serait judicieux de modifier l'acces au Shield belt de sorte qu'on ne puisse pas y acceder depuis les platforme inferieur, juste par le dernier nivo, ça serait peut etre mieux nan? je pourais reduire la platform pour ça...

imo a little surelevation to makes u unabble to grab it from "the camping stinger spot" but if u moove the 2x25pts health imo u can keep the shield belt platform as it is because even without grabing anything it s an interessant spot to use  in  gameplay & flow ways

au nivo des health pres du minigun, je les enlève, mais je les met ou? lol

perhaps can u try to moove em to the "thing pads spot"

last thing i forgot to add is that have the two exits of the lifts so close allow hard massacre and can discourage peeps to use em; perhaps can u give another orientation to one of the two lift exit ; if u cant see both exit in same view it s more balanced; in multi DM i had camp there with my combo ready to welcome all thoses coming from lifts or jumpads...lol^^

i prefered to stay on english mode because i m scared by diesalot....mwuhahaha wink.gif

 



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French cat under acid

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Bl!tz wrote:

i prefered to stay on english mode because i m scared by diesalot....mwuhahaha wink.gif
rofl !!

thx for your feedbacks, I will make the change and let's you all see how it's turm on the next beta wink

 



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Drinker of too much beer

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I will be expecting Translation Seb...
Or ill start posting in sucky French...And apparently nobody likes that.

MMMUHHHHAAAAAHHHAHAHAAHAHHHbiggrinbiggrinbiggrin

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Lord_PorkSword wrote:

Damn...how did I miss this one. buggered.gif

Layout looks very tasty M8! beer.gif
I'll try to free some time up tonight to check it out!




Just wanted to make sure i didn't miss the party..  (trying to figure out what all this action is about ..)

LPS-

I think he only posted this about 8 or 9 hours ago ... heh  biggrin



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its me .. i'm back

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Looking good Nova! thumbsup.gif

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French cat under acid

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1xTrEmE wrote:
Just wanted to make sure i didn't miss the party..  (trying to figure out what all this action is about ..)

LPS-

I think he only posted this about 8 or 9 hours ago ... heh  biggrin


lol, yep it's true so no rush guys, the map is on a verry basic stage !



 



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Monster Hunter

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I like this very much Seb :)

It performs Z axis gameplay very well. I'm curious as to what it may look like after you add a few sm and stuff.

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its me .. i'm back

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NOVA wrote:

 

1xTrEmE wrote:
Just wanted to make sure i didn't miss the party..  (trying to figure out what all this action is about ..)

LPS-

I think he only posted this about 8 or 9 hours ago ... heh  biggrin


lol, yep it's true so no rush guys, the map is on a verry basic stage !




Haha! great to see you back mapping Seb! - Will you ever find time to finish Hydrobase? - or some of your other WIP, (just curious bro, - not asking to make you feel pressure - nothing like that at all) - I understand this now more than ever, i have several maps partially complete at this moment. I had to take a break from RainBase because i had hacked & hacked so many long hours it was making my sprint.gifhead spin ..


Sometimes for me if i look at anything too long it starts to look distorted even if its not, then i take a break from a certain map for some days; then load it in the editor and i think wow that looks awesome .. - but i if stare too long and hack to long i start to consider the map to look only decent at best.. (know what i mean guys?)

Anyway Seb:

I've been getting back into it more and more as well. - I'm happy i have a few things to work on so that when i get map lagg on one project i can rotate to something fresh. (I'm actually ready to work on RainBase now here shortly as well especially with the improved skill from the additional experiences and such)

I have a neat little project i'm working on now that I should try to upload later in the week.  pc.gif



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Map played pretty good IMO! thumbsup.gif

The bot seemed to make his way around quite well and died by my hand even better! smile

I like how the layout wraps back in on itself but has a few interesting turns.
One of the lower ramps gives me the impression that you turn right at the top(as the flow feels natural this way) however you actually turn left onto another ramp. I quite liked this path as it tricked me into thinkin that I could flank the bot from another angle only to find that he was completly elsewhere!  I also like the amount of zaxis fighting in the layout which is nicely balanced!  You've inspired me to make a small map like this myself M8! aww

I'm not a big fan of Duel matches so it's good that this map feels like it could accomodate 4 combatants for some very intense action.(might try it l8r onbiggrin)



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French cat under acid

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rathalos150 wrote:
I like this very much Seb :)

It performs Z axis gameplay very well. I'm curious as to what it may look like after you add a few sm and stuff.


thx,
well, don't expect mesh on it, will go on pure HOLP style ;)

 



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French cat under acid

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1xTrEmE wrote:
Haha! great to see you back mapping Seb! - Will you ever find time to finish Hydrobase? - or some of your other WIP, (just curious bro, - not asking to make you feel pressure - nothing like that at all)...

I have started some new maps like this one to give me some fresh idea and desir to finish the others, I always work on several project at the same time, it's a kind of emulation work.

Sometimes for me if i look at anything too long it starts to look distorted even if its not, then i take a break from a certain map for some days; then load it in the editor and i think wow that looks awesome .. - but i if stare too long and hack to long i start to consider the map to look only decent at best.. (know what i mean guys?)

sure!




 



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French cat under acid

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Lord_PorkSword wrote:

Map played pretty good IMO! thumbsup.gif

The bot seemed to make his way around quite well and died by my hand even better! smile

But the bot pathing is really early, so expect more challenge at the final version lol

I like how the layout wraps back in on itself but has a few interesting turns.
One of the lower ramps gives me the impression that you turn right at the top(as the flow feels natural this way) however you actually turn left onto another ramp. I quite liked this path as it tricked me into thinkin that I could flank the bot from another angle only to find that he was completly elsewhere!

yeah, I was surprise by the way use by the bot sometime too, funny !

I also like the amount of zaxis fighting in the layout which is nicely balanced!  You've inspired me to make a small map like this myself M8! aww

go on mate !

I'm not a big fan of Duel matches so it's good that this map feels like it could accomodate 4 combatants for some very intense action.(might try it l8r onbiggrin)

well this map is relly small and the layout is really dedicate to duel but, why not put more opponements if you want spread blood !


 



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crocodile dundee

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Going to have to give this a try then.

(It's sucks being away from the net can't post my feedback it like 6 day later lol.

Hope it changes soon.)

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Feedback-Master ..

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I first played the map against 7 bots, which was really fun and frantic. I then played a round of 1 on 1 and worked well. In my opinion, the layout is fun to play. I see nothing odd about the item placement, but that can always be tweaked easily at a later time.

thumbsup.gif for the layout.

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French cat under acid

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RE: DM-1on1-Duality beta 2
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Beta 2 is available, first post edited ;)

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crocodile dundee

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Trying beta 2 out today.

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crocodile dundee

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Nope can't download from where I'm at got a filter. Was not like it last week.

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Feedback-Master ..

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Played another round of 1 on 1. Besides some of the visuals, I really only noticed one change. But then again, I tend to not remember layouts too well.

  1. I do like the new exit on the lift by the bio? rifle.  It helps with the flow and also offers a dangerou exit (since you are in a corner).
  2. Are you going to allow players on the top level?  If so, I think it would be ok for gameplay, but not a great addition.
  3. You might want to raise some of the ceilings in the hallways that go up or down.  There is a hallway that goes from the flak to the lower level and if you dodge, you tend to hit the ceiling.
  4. The only other thing to really mention is the textures/materials.  I kow it's early, while the floor looks really good, it looks too good compared to some of the walls.  Just keep this in mind.
biggrin

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Give B2 a run yesterday,

The scale is good for 1on1. I didn't try with more players but I presume 3 players or 4 at most is ok.

I have the feeling there is to much pickups but everything seem well placed.

No need to comments on visuals & sounds at this stage.

Gameplay & flow are great cousin :)

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French cat under acid

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Odedge wrote:

Played another round of 1 on 1. Besides some of the visuals, I really only noticed one change. But then again, I tend to not remember layouts too well.


  1. Are you going to allow players on the top level?  If so, I think it would be ok for gameplay, but not a great addition.
Yes I have think to that, I think let the acces on this level by lift jump to allow sniping, but not put anything to pickup on this level...
  1. You might want to raise some of the ceilings in the hallways that go up or down.  There is a hallway that goes from the flak to the lower level and if you dodge, you tend to hit the ceiling.
It's done ;)
  1. The only other thing to really mention is the textures/materials.  I kow it's early, while the floor looks really good, it looks too good compared to some of the walls.  Just keep this in mind.
Actually it's just a mix of textures to test its, don't worry about that !
thx for feedbacks ;)

 



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French cat under acid

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stevelois wrote:
The scale is good for 1on1. I didn't try with more players but I presume 3 players or 4 at most is ok.

yeah probably, but it's intented for duel only so ;)


I have the feeling there is to much pickups but everything seem well placed.

to much heath vial probably lol, I will try to spread it better or remove some...


Gameplay & flow are great cousin :)

cool, thx !


 



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Drinker of too much beer

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Seb.
I tell you like Steve, sorry for no feedback.
Expect some this weekend.biggrin

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French cat under acid

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screenshot00025q.jpg

screenshot00027h.jpg

This how the map design turns ;)

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...

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Good my Seb :)

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Drinker of too much beer

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Looking good.
Im loving the red sky.

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Looking like a quake2 remake. (in a good way thumbsup.gif)
That trimming looks really good against the floor and wall materials.  The yellow striped material fits the rest to perfection! beer.gif
Sorry I haven't tested M8.  I've been busy recently.  Might try on the weekend.

-- Edited by Lord_PorkSword on Thursday 22nd of July 2010 02:11:55 PM

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French cat under acid

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@Dies & LPS : thx for your comments, and no need to happology, everyone is free to beta test or not, there is no obligation lol, and RL is the most important :)

cheers!

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French cat under acid

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RE: DM-1on1-Duality beta 3 coming soon !
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Diesalot wrote:

Im loving the red sky.


biggrin
I have work a bit on this red sky, what you think about it :

screenshot00030.png

 



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...

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Very nice sky my Seb :)

Look like the red is more redish & the far away planet fits perfectly :D

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@Nova ..

Hey bro, i'm still healing from my injury ..

Sorry i can't offer more feedback. - Damn it - my arm / chest hurts today. :Sad:

Looks great bro! -- just wanted to encourage you for these awesome efforts of yours. - Your still the best DM mapper i know bro - (keep up the good work little brother)

Hope i can get well and get back to the gym full force (I've been struggling bro - but i'm sure i'll make it past this) and back to pumping energy into UOF. - & everything else i enjoy.

Have a great rest of the week Seb. :=)








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Level Designer

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new sky looks awesome!

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Feedback-Master ..

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Thrallala wrote:

new sky looks awesome!



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Thrallala wrote:

new sky looks awesome!




 +1 to that :p



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Connoisseur of Bourbon!

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+2 M8! worship.gif
Very very nice! beer.gifbeer.gif

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French cat under acid

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DM-1on1-Duality beta 3 [d/l][pics][update 07/24/2010]
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Thx alls for your comments about the sky !

Beta 3 is available, first post updated biggrin


-- Edited by NOVA on Saturday 24th of July 2010 02:18:42 AM

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Feedback-Master ..

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NOVA wrote:
Beta 3 is available, first post updated biggrin


I will say that I like the direction you are going with the map. 

One thing that caught my eye is the ramp that leads to the link gun? (the one right below and beside the shield platform should either be a bit wider or a bit skinnier.  That little ledge next to it is a bit too short to really walk on. 

 



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French cat under acid

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Odedge wrote:
One thing that caught my eye is the ramp that leads to the bio gun (the one right below and beside the shield platform should either be a bit wider or a bit skinnier.  That little ledge next to it is a bit too short to really walk on. 

I see what ramp you skeak about, and I'm according to you, I will rework it smile

 



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crocodile dundee

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Tryed the map the other day it alright just a few things could have been changed but I check beta 3 to see if the other guys pointed it out.

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Feedback-Master ..

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NOVA wrote:

 

Odedge wrote:
One thing that caught my eye is the ramp that leads to the bio gun (the one right below and beside the shield platform should either be a bit wider or a bit skinnier.  That little ledge next to it is a bit too short to really walk on. 

I see what ramp you skeak about, and I'm according to you, I will rework it smile


I wash thinking the other way around.  But the one that leads down to the bio gun or up to the stinger or flak.  It's really just tight right next to the shield platform.

English lesson for the day:  Instead of saying "I'm according to you", you might want to use the phrase "I agree with you". wink

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