[MAP] Ground Force 5

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Postby [-z-] » Sun Nov 25, 2007 12:56 am

cortez wrote:Ronan: dunno where the problem is. i try it on many different solutions and i found nothing, also in the radiant i found nothing.

z: the flags where always defined to be there. this is no remix . its v2 of this map and this map was never great.


I think you're cutting yourself short on the quality of v1.
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Postby Rad Ished » Sun Nov 25, 2007 1:16 am

Heh Z teh map luddite
He said the the same about Begrot an early version of a map i made, that the early, basic, no frills version was better. I guess it's a part of mapping to keep in mind the ideas and reasons you had early on when you are editing after testing. I really like the feedback from mappers on this forum and players while playing on maps i made but it can be the case that peeps get attached to a part of the map that you don't like or didn't intend and later on they say nooo bring it back.
Well i guess that's the frisson of open source gaming, and i got to say that this is the main thing about nex that gets me, it's OUR game. Well we dint make it but we add to it so it's ours. Proprietary games, and I've played a lot of them, just don't do this.
Nexuiz Wooooots
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Postby torus » Sun Nov 25, 2007 1:20 am

The problem I have with this map is that it lacks flow (abstract, I know). There is no logical division, and it is all basically on 2 planes, and upper and lower, which makes it sort of uninteresting. It does suit a lot of people though, which is good.
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Postby Rad Ished » Sun Nov 25, 2007 1:26 am

hey torus how goes it? your avatar rocks, you made this?
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Postby torus » Sun Nov 25, 2007 2:15 am

Nah, I didn't make my av. I made my sig though.

I'm doing pretty well, thanks!
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Postby cortez » Sun Apr 27, 2008 4:03 pm

version 3 this time with turrets

before you can play with turrets you have to type

exec turrets.cfg and set g_turrets 1

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download

http://files.filefront.com/gforce3pk3/; ... einfo.html
Aneurysm 4 the win !!!!! :D
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Postby ihsan » Mon Apr 28, 2008 1:28 am

What i didn't like about this map was the fact that
1. it is an almost straight line from one flag to the other and
2. because the flag is higher than spawnpoints in a room full of rockets and grenade launchers defending is almost impossible.

I hope that turrets will add a much needed defensive improvement in nexuiz ctf generally.
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Postby esteel » Thu May 01, 2008 3:40 pm

I have not yet tested this version (downloading atm) but i really liked the older ones. Defending was ok, attacking too. Had some rather cool matches on that map..
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Postby Dokujisan » Sat May 03, 2008 9:54 pm

I tried getting the turrets running with this map on a 2.4 server, but it didn't work.

I found the files to download here....
http://www.forums.alientrap.local/viewtopi ... 1999#31999

where it has the file for the server and the file to download for the clients. I put the client file on maps.nexuizninjaz.com and I placed the other file in /data on the server. I then exec'd turrets.cfg and that went successfully, and then I set g_turrets 1.

Then I loaded gforce3 and....no turrets. I didn't see any download happen for the client file. Maybe that's the reason? Any ideas?
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Postby esteel » Sat May 03, 2008 11:33 pm

BTW i'm sure server admins will hate the fact that you included a progs.dat in the pk3 file. It means that when they just put your map in Nexiuz/data they will use the progs.dat and it really seems like a old version of the basic code.. Better make your map NOT include that file but make it an other download so server admins can use the map.. i know at least one admin that does not use the map because of this..
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