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 Post subject: Re: Spectre Maps
PostPosted: Sat 3. May 2008, 12:21 
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Finger-wund-schreiber
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:/ thats' not fine. i'm not experienced with the editor, but it was a try ;)

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Posted: Sat 3. May 2008, 12:21 


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 Post subject: Re: Spectre Maps
PostPosted: Sat 3. May 2008, 16:10 
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make some tests, it might work...

btw, Sum1's new map is just awesome, he should run a dedicated server with it

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 Post subject: Re: Spectre Maps
PostPosted: Sat 3. May 2008, 16:15 
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Möchtegern-spammer
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Joined: Fri 22. Feb 2008, 22:41
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Alvar wrote:
im still looking for someone who can convert the doommap .fs data into normal .cew maps, so that they will work on our server. maybe you can do that?


oh wait no, just realized that impossible, if i was to extract just the .cew file from the fs file, about half of the textures wouldn't work, half of his map are textures he made himself so it's no use. Is there a programme to run servers that requires only the cew maps?

even if you did get the doommaps to work on a server, it wouldn't be a good fight, good maps usually lead up to a battle place, for example in final stirke it takes the same amount of time for the gov forces as it does for the law breakers to get to the hall, in the doom maps, there is no evident battle area, mostly just to look at the view and be amazed about how detailed his maps are


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 Post subject: Re: Spectre Maps
PostPosted: Mon 5. May 2008, 17:03 
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Möchtegern-spammer
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Joined: Fri 22. Feb 2008, 22:41
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i'll be updating this topic with the latest maps i'll be making, pretty good idea actually :P not everyone always has the time to visit other websites to see how things are going, here it's just a click :P


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 Post subject: Re: Spectre Maps
PostPosted: Tue 13. May 2008, 15:08 
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Möchtegern-spammer
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Joined: Fri 25. Jan 2008, 17:51
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why just not make it inverted?
law breakers must kill some 4 VIP's (or some shit to substitute the hostages) to win the round and gov forces must protect them...
that's easier to make
just put the 4 guys in strategic points
and you can make them run when they see some LB, that's not that hard am i right?


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 Post subject: Re: Spectre Maps
PostPosted: Tue 13. May 2008, 18:56 
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i suppose, but it would be chaotic and u cant set an option that tells them to run when they see gov forces, i'll see what i can do


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 Post subject: Re: Spectre Maps
PostPosted: Wed 14. May 2008, 15:18 
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Foren-Eroberer
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Joined: Mon 4. Feb 2008, 14:08
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Why dont u assign the VIP task to a living player when he joins the server ?
And then create a cell to prevent the living VIPS to escape before time, and put a switch to open the cells so they can follow the others, and blablabla..
is that possible ?


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 Post subject: Re: Spectre Maps
PostPosted: Wed 14. May 2008, 18:32 
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Möchtegern-spammer
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Joined: Fri 22. Feb 2008, 22:41
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far from it :P i went over most of the ideas with sum1, none of them can be done, it's a shame this game has limited amounts of possible games, atleast the bomb works, and a bomb is needed in cs_aztec so there wont be a problem, i havent started it yet

it will go slow now that i am studying for my exams in June, De_Dust has some compatibility problems still, i'll let everyone know when it's ready for download


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 Post subject: Re: Spectre Maps
PostPosted: Wed 14. May 2008, 23:45 
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spectre-112 wrote:
i suppose, but it would be chaotic and u cant set an option that tells them to run when they see gov forces, i'll see what i can do

i think there is an option to make bots run when they see you.
well i can remember there is an option that make them crouch when they see us but not sure if they can run
the problem is to set them to run only when they see LB forces


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 Post subject: Re: Spectre Maps
PostPosted: Thu 15. May 2008, 00:04 
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Joined: Fri 22. Feb 2008, 22:41
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and aswell, where would they run to? why would they run? setting an objective for the bots, there's not bot that looks like a hostage


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