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The DXSG Orbital Challange!!!


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ShadowRunner
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- Postby ShadowRunner » 19 Jul 2008, 17:16


Firing a super-rocket from the vents, through the hatch, when they open the hatch is fun, keeps them on their toes...

(Spaz, you made some important comments about DXSG_Area51TheDayAfter

I have whole day tomorrow 16 hrs to edit my SG maps better for war.
add bio
add hatch in comm roof
turn off zelda I think
make hangar spwn less of a nightmare, that turret etc.

plz add any requests for Vandenberg-Abydos, DayAfter or Orbital here...
what needs fixing?
Also, big prizes/credits/favours for anyone who can send me a working teleporter I can copy and paste (destination and departure teles), the tutorials all lie, I need one for interplanetary travel...)

So diving competition, grav-rifle climbing races, what else?

Shall I make the tunnel easier to jump between the lights? and put bio in places... a lift between 72 and 99?


SPAZ ROFELZ
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- Postby SPAZ ROFELZ » 19 Jul 2008, 17:51


Ask nobody, he might know :lol:


ShadowRunner
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- Postby ShadowRunner » 19 Jul 2008, 18:32


He knows Area51_TheDayAfter, because he did mapping on it and supplied a version with semi-solids and the rings and lockdown and SG things fixed.

Orbital, I don't know if he has played it.


ShadowRunner
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- Postby ShadowRunner » 20 Jul 2008, 12:53


sorry for double posting, cos I'm editing today...

I'll fix that vent which is hard to enter in roof of 27 room.
The railway buttons are wrong.

Any other problems with DayAfter? Speak now or forever moan thereafter...


~[FGS]SaSQuATcH~


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- Postby ~[FGS]SaSQuATcH~ » 20 Jul 2008, 15:02


Maybe somewhere you could hide the passwords for shelters which have lams and neutron bomb?


SPAZ ROFELZ
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- Postby SPAZ ROFELZ » 20 Jul 2008, 15:18


More biocells in the main part of the map and it's fine.




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