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 New Map for Testing

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LoneWolf
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PostSubject: New Map for Testing   Sat Nov 14, 2015 4:13 pm

Just gonna be up a few days then gonna remove link so get it while you can
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Blaze
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PostSubject: Re: New Map for Testing   Sat Nov 14, 2015 4:20 pm

Rgr that, LW. Tomorrow I'll test it if I can
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Blaze
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PostSubject: Re: New Map for Testing   Sun Nov 15, 2015 11:40 am

No matter what, it seems I can't take the intel, even though I see it is placed on the table inside the villa room, and I can't end the mission. Otherwise the map is quite long in terms of playability, so I like it a lot, it just needs more detail in the city and so on.

You may want to add more sound loops, since the city appears to be too quiet.  I also suggest that you use the dusk3 environment (it looks nice when it slowly fades to night), and I suggest that you convert it to a desert map (use the desert flat terrain). I really like the idea of a map with city blocks in a jungle/woodland setting, but atm the city blocks textures we have are meant for desert maps.  In the future I'll include repaints of the city blocks meant for snowy and jungle maps (I'll borrow them from the Shock N Awe mod).

Take all the time/rest you need. Good job!
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LoneWolf
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PostSubject: Re: New Map for Testing   Sun Nov 15, 2015 11:52 am

It should be easy to pick them up,try getting them standing by the chair.Because I tested the map lot's and everything worked perfect dunno bud.I'll convert it to flat desert trn and see what it look's like and ad some city loop's also.
scratch




Last edited by LoneWolf on Sun Nov 15, 2015 2:26 pm; edited 1 time in total
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LoneWolf
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PostSubject: Re: New Map for Testing   Sun Nov 15, 2015 2:22 pm

Blaze the intel doc's are in the tunnel bud,thats why you can't pic them up gotta find tunnel try that and see if that don't work.I also used the desert trn and added a few more sound's and dec's not many though.


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Blaze
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PostSubject: Re: New Map for Testing   Sun Nov 15, 2015 4:47 pm

I thought the intel was the one inside the little room that gets open once you destroy the little radio box. I found a gate that doesn't open on the outside of the villa, I'm sure it leads to the tunnels, I guess I need to find a way to open it.
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PostSubject: Re: New Map for Testing   Sun Nov 15, 2015 7:44 pm

Shoot the radio in the wall,try that then the next 1 just have to look for it lol,all the trigger's work fine.


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buzzman47
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PostSubject: Re: New Map for Testing   Mon Nov 16, 2015 4:44 am

Is this for a mod? it crashes on Me..
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Blaze
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PostSubject: Re: New Map for Testing   Mon Nov 16, 2015 9:23 am

My mod, buzzman. I thought you had it already. It's sp only, I'm working on a new version.  Download it from here or at Nova Outpost.
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PostSubject: Re: New Map for Testing   Tue Nov 17, 2015 3:26 am

Get the Mod from this link
http://www.nova-outpost.com/Downloads/details/id=200.html
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PostSubject: Re: New Map for Testing   Tue Nov 17, 2015 3:50 pm

LoneWolf wrote:
Shoot the radio in the wall,try that then the next 1 just have to look for it lol,all the trigger's work fine.

I'm getting old and blind, lol.  I don't know how I could have missed it the first time. I re-played it, nice tunnel ways. I have discovered two bugs; the teammate doesn't follow any orders you give him via CapsLock; second, the objectives you can see when you press TAB on the keyboard don't show properly if/when completed. Apart from these little bugs, layout is nice as always, the tunnels plus the villa is a very good idea I never thought about.
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