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Postby Tras on Mon Jul 23, 2007 8:37 pm

Well,1. about the grapples, I would consider it, but I didn't like them because you may access some parts of the map that shall not be accessible.

2. Your eyes.. I know about it, I have tried already to put some backgrounds but they not fit, anyway I'll try to get rid of this problem too.

3. Missing textures. Those missing model errors are caused thanks to a missing smokegrenade model, and this probably will force me to remove all grabbable smokegrenades.

4. Hiding noobs. Why not?, I like to play Hide and Seek :P

About CTF:
A Conversion to CTF would require a structural change to the antenna and make it more simetrical, anyway, if a flag falls to the floor it would be a problem :p, as nobody will be able to take it back to the base or capture it.
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Postby [George] on Tue Jul 24, 2007 12:10 pm

Getting to parts of the map.. you can get to any part just by jumping off a high bit then "flying" down lol.. I dont think grapples would change this.. (and as you have grenades and mines, they help too. :P)

Glad to hear youre working on the missing models, and even more on the background.. just getting my vision back now ^^

But if this map was to go NFBL, a whole team could hide on one of those spots, and just ruin the gameplay..

If a flag falls it would be a problem? Guess youve never played CTF_Office? Yes, the flag would fall a bit more probably lol, but it still gets returned after like 30 seconds.. :P
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Postby UltimateSniper on Wed Aug 08, 2007 6:03 pm

No extreme p-jump maps allowed... ctf_office?

cinema is a good solution... for highway i can block off the shop using the entity part of the BSP so you cant get all the hundreds of weapons in there while still keeping the map compatible... if the host has the cut off version the clients will have to play it :grin: :grin:
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Postby |-CSS-|~*$upp@kill@* on Wed Aug 08, 2007 6:19 pm

ctf_office is an original nf map :) for ctf_romania the same :)
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Postby [George] on Wed Aug 08, 2007 6:33 pm

Tras wrote:anyway, if a flag falls to the floor it would be a problem :p, as nobody will be able to take it back to the base or capture it.



I was saying its not a problem, as it happens in CTF_Office too.. i wasnt implying that ctf office shouldnt be in nfbl because its too easy to p jump in lol.

and if people wanted to p jump in ctf_ge_cradle (or whatever..) then i think its their own scores theyre risking lol, i saw some people try to p jump around it, and they were always falling down xD

in fact, i think this could be a map that wasnt all about p jumping..
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Postby Mackan on Thu Nov 01, 2007 6:14 pm

Are there any new maps that should be considered for the new GC?

Please look in the first post of this topic to find the requirements/guidelines for a NFBL map
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Postby UltimateSniper on Sun Nov 11, 2007 1:46 pm

i think i may make a version of dm_highway which cuts off the Netto with all the weapons in lol... the map itself is pretty good quality :grin:

DM_Highway_NFBL :wink:

i might think about changing CTF_Safe and/or CTF_Arena for nfbl use, are maps over 15MB allowed in NFBL?

CTF_Cinema is apparently laggy for clients, i might try to make the seats in the cinema less detailed for better gameplay and change it to DM :grin:

dm_rygaards -> no chance for NFBL xD :shock:
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Postby [George] on Sun Nov 11, 2007 9:49 pm

i dont think safe is ever gonna get in nfbl, its just to unbalanced lol.. and arena.. the maps too complicated, really easy to get lost..
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Postby Tras on Tue Nov 13, 2007 11:20 am

I would mention dm_7hour, the file size is about 26Mb, but it is that big because it includes its own textures, the bsp file is about 2.2mb. It has 20 spawn points.
It's downloadable through DSS2\NFBSP Client and I think it's not a bad map, converted from HL2:DM.

By the way, if there are some problems in dm_tokyo like the little spawn points, I could fix it before the new GC
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Postby Mr.Nightfire on Wed Nov 14, 2007 5:32 am

Tras wrote:I would mention dm_7hour, the file size is about 26Mb, but it is that big because it includes its own textures, the bsp file is about 2.2mb. It has 20 spawn points.
It's downloadable through DSS2\NFBSP Client and I think it's not a bad map, converted from HL2:DM.

By the way, if there are some problems in dm_tokyo like the little spawn points, I could fix it before the new GC
thats ridiculous why so many spawnpoints. Its kinda noobish.
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Postby UltimateSniper on Wed Nov 14, 2007 10:18 am

the default nightfire maps require about 30 or 32... max players so that people dont spawn on top of eachother and die constantly...

(like when i made the casino map for filming blo's movie... 1 spawn point and we all kept dying when we joined :shock: )
Last edited by UltimateSniper on Wed Nov 14, 2007 5:39 pm, edited 1 time in total.
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Postby [George] on Wed Nov 14, 2007 3:58 pm

Mr.Nightfire wrote:thats ridiculous why so many spawnpoints. Its kinda noobish.



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why would lots of spawn points be noobish lol? gotta be the dumbest thing ever ;p
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Postby |-CSS-|~*$upp@kill@* on Wed Nov 14, 2007 6:12 pm

[quote="Mr.Nightfire":P][quote="Tras":P]I would mention dm_7hour, the file size is about 26Mb, but it is that big because it includes its own textures, the bsp file is about 2.2mb. It has 20 spawn points.
It's downloadable through DSS2\NFBSP Client and I think it's not a bad map, converted from HL2:DM.

By the way, if there are some problems in dm_tokyo like the little spawn points, I could fix it before the new GC
thats ridiculous why so many spawnpoints. Its kinda noobish.



In tokyo are less then 8 spawnpoints I guess so when maxspeed is off by restart and people respawn on a place always 1 or 2 ppl are dying cuz of not enough spawns, thats why tokyo and plant need more spawnpoints.
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Postby UltimateSniper on Wed Nov 14, 2007 6:18 pm

[George] wrote:
Mr.Nightfire wrote:thats ridiculous why so many spawnpoints. Its kinda noobish.



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why would lots of spawn points be noobish lol? gotta be the dumbest thing ever ;p


nc pic lol :grin:

suppa if u want i can mod the map(s) to get rid of that problem :grin:
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Postby Tras on Wed Nov 14, 2007 9:53 pm

Ask the creators of the modded maps first (Pencat and me). :wink:
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