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IceWorld v2 Final and KnifeWorld Final
Posted: 25 Mar 2015, 16:00
by anax
First full version of both maps, augged and non-augged edits.
Texture files included.
DXMP_IceWorld_2_0Aug
DXMP_IceWorld_2_Augged
DXMP_KnifeWorld_0Aug
DXMP_KnifeWorld_Augged
Download ZIP:
HERE!

Re: IceWorld v2 Final and KnifeWorld Final
Posted: 27 Mar 2015, 01:16
by [FGS]Chees
Looking great Anax nice work
I know you had a problem with ammo crates and seen it in DXMP_IceWorld_2_Augged today.
Not sure wot the whole overall problem is but If they wont delete export/import the map like i just had to do with Terrorism 3 beta 2 as movers duplicated themselves and then would not delete.
Never liked Iceworld but this new version looks great and game play will be much better on this.
Edit: you said on Altfire today that they were fine in offline play. I would ex/import the map delete all ammo crates and replace them tbh the same with EMP's not sure if emps was intended but you pick one up there are several there in the same place. I see this on loads of maps...even my own where items and brush work have duplicated themselves for unknown reasons.
Re: IceWorld v2 Final and KnifeWorld Final
Posted: 27 Mar 2015, 23:19
by anax
Thanks, Chees! I caN'T say it's a problem I've come across before at all, it's strange and annoying! :v
Re: IceWorld v2 Final and KnifeWorld Final
Posted: 28 Mar 2015, 01:04
by [FGS]Chees
I didn't say anything you didn't already know anyway!
'UED is weird and bugs move in it like they are alive waiting to urine a mapper off at random times, UED is possessed I metabolic end product you not'

Re: IceWorld v2 Final and KnifeWorld Final
Posted: 30 Mar 2015, 22:40
by ShadowRunner
Sexy, very sexy and I'm sorry for disappearing a bit. I need Cozmo's permission, but I'd be happy to give you Cozmo RPG Moonbase or anyone else for that matter, there's not a lot to do on it.
I look forwards to a new era of Iceworld!