Re:
Posted: 20 Jan 2010, 19:56
[off topic] LOL @ 'add ratsex please.' LOL~Blade~ wrote:JC_Mental_Sniper
yeyeye, top of the page

[off topic] LOL @ 'add ratsex please.' LOL~Blade~ wrote:JC_Mental_Sniper
I agree with that - Nostrocorp is a beautiful looking map, has a few design flaws and lacks game-play. Spirit would probably make for one of the most popular (if not THE most popular DXMS map, which is a pity considering none of the best DXMS maps are original concepts - especially spirit whose geometry was ripped strait from a UT game. You can tell from certain aspects of missing geometry that would have otherwise been filled by walkways and the like that would have been made out of actors on UT. Hats off to magus for the conversion though, anyone would've struggled to do a good job on that map, and he managed it. I tried something similar and it ended in utter failure.ShadowRunner wrote:Nostrocorp is great to look at, but spawns are too close to each other, guys just shoot out of the window onto the other spawns, who need to tool their way in to the building. I remember when it was GODZ style, 20mm from the window onto the spawn was hilarious. It is a single player map, thrown in at the last minute to a mappack. Same as compound. Covert is a DXAG map. RTKM Spirit was designed for DXMS originally though. I think brushwork, textures and detail are fine on many of their maps such as Sanctum, Forgotten etc... just some are very small and limit gameplay, tactics etc and use of actors and decoration in favour of a few more fps. At the time, no-one else was making maps in quantity to that standard, so I guess that is an achievement.
nononononononononoonono... maybe for a special event if enough request it and I can find it.SPAZ ROFELZ wrote:Godz castle ftw.
I HAET LAMZ D:ShadowRunner wrote:Jima, a serious suggestion
GODZ-Horizon Beach
and really, where are the lams! Let us not be weak-minded and cowardly, afraid of a little boom.
It can be done through LocalURL.. I think it is indeed possible, with arrays, in those arrays you add the map names, and it then do da trick.Jima B wrote: I may even hire me a coder *looks maliciously at DJ* to code a special lam actor that perhaps replaces lams in certain maps (or via another method, such a weaponselector style mutator that first checks the map, according to a user defined maplist, before kicking in to action)... That way I can remove lams on smuggler and Iceworld, but leave them on Area51 and Horizon Beach.
WE ARE GENIOUS~DJ~ wrote:It can be done through LocalURL.. I think it is indeed possible, with arrays, in those arrays you add the map names, and it then do da trick.Jima B wrote: I may even hire me a coder *looks maliciously at DJ* to code a special lam actor that perhaps replaces lams in certain maps (or via another method, such a weaponselector style mutator that first checks the map, according to a user defined maplist, before kicking in to action)... That way I can remove lams on smuggler and Iceworld, but leave them on Area51 and Horizon Beach.
I'LL CHECK STUFF LOL K
lol ... lamwarz ownz ... i loved the fights under the wall (in low grav)chin.democ. wrote:How about that LAM map where you had a mover wall that would lower when lockpicked, that was a fun map, Spaz you know the one right?
it sounds easy enough to remake.chin.democ. wrote:How about that LAM map where you had a mover wall that would lower when lockpicked, that was a fun map, Spaz you know the one right?