[MAP]Killall Organic v2. r1

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[MAP]Killall Organic v2. r1

Postby C.Brutail » Wed Aug 06, 2008 11:32 am

http://akion.planetnexuiz.de/nexuiz_map ... c_v2r1.pk3

I won'T provide screenshots now, You should know this map :)
What's changed:

-removed hurt entities from torches
-removed shield powerup,
+added lare armor where Shield powerup was
+added proper playerclips, so you can't go now where you're not supposed to anyway ;)
+corrected some typos and texture alignment problems

Server admins please update from v1r1.

GL HF playing it.
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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C.Brutail
Laidback mapper
 
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Postby esteel » Wed Aug 06, 2008 8:19 pm

Sounds good! I really like this map and its flow, those changes should really improve the map and i'll see to add it to my ctf map guide soon.
esteel
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Postby Ronan » Wed Aug 06, 2008 10:08 pm

Fixed playerclips, thanks, now we can play without being disturbed by a player camping from the sky. :)
Ronan
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Postby sev » Wed Sep 10, 2008 7:51 am

I played this map two times now, and I both times wondered why I get so low FPS in it.

Now I know: The vis situation is ... not optimal (to be polite), it looks like the vis stage was completely ommited during compile.
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(r_speeds 1; r_showtris 1; r_showdisabledepthtest 1)
sev
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Postby C.Brutail » Wed Sep 10, 2008 10:27 am

umm.. odd oO
I've run vis, and I've tried to optimise it, but thx for the heads up.
I'll see what I can do about it
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge


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