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jm_smokey
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Cheesy
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Joined: 13 Jan 2008
Posts: 327
Location: Germany

PostPosted: Tue Feb 12, 2008 6:49 pm    Post subject: Reply with quote

Sry for my spam now but kjx you told me a spammer and then just write commands like that.....he probably know that he can ask some of our other (real) mappers cause we told him so like 1000000 times!
Im really sry but i had to say that im not sad if you delete both posts his and mine......
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Floater
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Joined: 12 Jan 2008
Posts: 261

PostPosted: Tue Feb 12, 2008 7:07 pm    Post subject: Reply with quote

posting the error here will help!
or you can just send me the bsp file via xfire and i'll make the iwd for you Smile
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Rifle
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Joined: 18 Jan 2008
Posts: 83

PostPosted: Tue Feb 12, 2008 8:16 pm    Post subject: Reply with quote

smokey the bsp file and the gsc go to maps/mp

and the arena file go to mp

you have add some images??? or other stuff??
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SmokeY



Joined: 08 Feb 2008
Posts: 55
Location: Ger

PostPosted: Tue Feb 12, 2008 9:02 pm    Post subject: Reply with quote

Problem solved. (thx to kryp who changed stuff in my .gsc)

One thing I still wonder about is, what actually caused the error so ill post my original .gsc later on.
For now im just glad that ppl can have a look and tell me what they like (will improve/add more) and what they dont like take out/change).
Pls feel free to leave any comments or suggestions.
One thing im not sure about are killtriggers in some sections (i removed a lot of em) cause they could be passed without doing all the jumps but i already stated my opinion on killtrigger so alternatives are welcome.

http://rapidshare.com/files/91289146/SmokeY01.zip.html
Few screens and current verion of my map. Njoy

ps. if u want to have a look in the .map or use any of this feel free to say so
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Rifle
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Joined: 18 Jan 2008
Posts: 83

PostPosted: Wed Feb 13, 2008 9:59 am    Post subject: Reply with quote

some things are useless jumps

the 1st room is like kd_gloom last room

make more arrow and tell the good way i didnt know where to go

skip the big maze i was pissed off Wink

the rest of jumps are good

on one part of map you walk in a hall and there are killtriggers skip them plz thats useless


conclusion: good map so far skip some useless jumps;)
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rezil
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Joined: 17 Jan 2008
Posts: 97
Location: sLOVEnia :*

PostPosted: Wed Feb 13, 2008 3:42 pm    Post subject: Reply with quote

It's a nice map. Take into account what rifle said. Also, why do you need a gap room?Aren't castle, gap_training and stronghold enough. It sucks to see 20 new maps all with gap training in them. Substitute the gaps for something fun! Like a time trial trying to get the best time in 240jumps or something.
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SmokeY



Joined: 08 Feb 2008
Posts: 55
Location: Ger

PostPosted: Thu Feb 14, 2008 5:28 pm    Post subject: Reply with quote

Thx 4 suggestions on my map guys.

Last things i changed was to add 3 small sections i had made a while ago and used them to give my map more variety in jumps.
Also increased a lot of jumps to be bigger already, others will follow. Original Final version is planned as a map hard and an _easy version may follow soon.

Bout gaps, i can really not find one argument for not having em in a map (for me only good gaps so far is Ultra_Gaps since stronghold gives me headache and even castle is getting pointless without 260-270).
Its an optional extra element and i dont need to delete anything else in my map for them. (btw. ill make a tunnel and erase the spawn in gaps).

Started to make arrows to help ppl finding the way (sry, this nvr occured to me cause most stuff is pretty old and i know the ways by now).

The killtriggers you talked about were 4 different triggers, all made in different ways, i just wanted to see what one i keep. The idea is to crouchjump over or die. I deleted all but one of them, gave it a visible texture and i think it wont bother anyone cause its just HURT not KILL and its not too hard to jump.

About the 2nd maze, im planning to make a few custom textures soon and ill use textures like in jm_gap (cod1 map in case any1knows it) so the orientation will be better. I will however not change anything related to the mazes size / difficulty cause there will be not only the 1 START and 1 END point but also a number of teleporters or such takingh you to diff. places in final version so u wont be running in circles forever.
(After you found your way once u will sleepwalk the thing in under 1 minute anways like all the other mazes in other maps aswell.)

About the useless jumps, pls be a bit more specific on what jumps and why so i can improve there.

btw. whats wrong with kd_gloom? its a marshall map that alone should qualify it for a 5/5 Laughing
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rezil
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Joined: 17 Jan 2008
Posts: 97
Location: sLOVEnia :*

PostPosted: Thu Feb 14, 2008 6:13 pm    Post subject: Reply with quote

SmokeY wrote:
About the useless jumps, pls be a bit more specific on what jumps and why so i can improve there.

btw. whats wrong with kd_gloom? its a marshall map that alone should qualify it for a 5/5 Laughing


COPY/PASTE ACTION!!!!111oneone11eleven that's what I define as useless jumps

also mazes suck almost as much as killtriggers. There's really nothing worse than to spend 30mins finding an exit when you could have been jumping that whole time -.-
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Kjx
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Joined: 12 Jan 2008
Posts: 386

PostPosted: Thu Feb 14, 2008 6:37 pm    Post subject: Reply with quote

indeed the kd_gloom map is good in the beginning but the end does suck lol, 15 times a row of 20 the same jumps ist really usefull:P

and mazes, i like them but they should be 2 big for the reason that rezil sais Wink
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Rifle
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Joined: 18 Jan 2008
Posts: 83

PostPosted: Thu Feb 14, 2008 9:51 pm    Post subject: Reply with quote

idd the fuc,king last part of gloom
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Cheesy
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Joined: 13 Jan 2008
Posts: 327
Location: Germany

PostPosted: Sat Feb 16, 2008 12:31 pm    Post subject: Reply with quote

ye the last part of gloom is really.....na i gonna skip that!
So i think the mazes werent that hard they took me like 2 or 3 min.
But whats stupid is that you can just skip ALOT of jumps with climbing up this ledge in the first room from where you can directly reach the second maze after the maze which you can finish quite fast from there you can skip alot of jumps again bcs after sliding down sometimes you can just jump down the n and crouch under just a slide thing which is maybe a sc i dono and wuuup youre in the last maze and btw the end of the maze is oudside isnt it?
Ah and last question what is the coloured room at the end of the map? what should it be?
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rezil
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Joined: 17 Jan 2008
Posts: 97
Location: sLOVEnia :*

PostPosted: Sat Feb 16, 2008 4:00 pm    Post subject: Reply with quote

dude, read the readme.
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Floater
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Joined: 12 Jan 2008
Posts: 261

PostPosted: Sat Feb 16, 2008 6:15 pm    Post subject: Reply with quote

kd_gloom is 1 of my fav maps level design is awesoome nice atmosphere nice texturing cool bonus rooms also the place over map where u are teleported when u finish... everything is cool
and i like the last part too its nice for no saving and trying to improve my concentration and jumps are nice so overall 5/5 Smile
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Kjx
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Joined: 12 Jan 2008
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PostPosted: Sat Feb 16, 2008 6:43 pm    Post subject: Reply with quote

lol i agree with the first part which is good but the 2nd part doesnt make any sense imo
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Cheesy
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Joined: 13 Jan 2008
Posts: 327
Location: Germany

PostPosted: Sun Feb 17, 2008 7:39 pm    Post subject: Reply with quote

I know thats a secret room but in fact:A secret room should be hard to reach or there should be a special way and this one.......you can just walk there????
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