Digital Paint Discussion Board

Development => Mapping => Completed Maps => Topic started by: UDead on July 06, 2008, 09:16:14 PM

Title: New map: totus
Post by: UDead on July 06, 2008, 09:16:14 PM
the scoring is messed up right now and i will fix but its still  beta. don't have any pic so you will have to play your self to see what it is.
Title: Re: New map: out city
Post by: M-A-Zing on July 06, 2008, 09:29:42 PM
I like it.

two errors that i saw were the elevator went through the sand and the support for the white flag is through the boxes. It would only be good for up to 2vs2.

and some sceenies (forgot to take off the hud)
Title: Re: New map: out city
Post by: UDead on July 06, 2008, 09:36:56 PM
tell me what i need to do so i can fix it. i also forgot to put ammo and guns, buit like i said its still beta.
Title: Re: New map: out city
Post by: M-A-Zing on July 06, 2008, 09:57:42 PM
you need to move the white flag thing so it is central it is a little off center and have the elevator start about eight units up
Title: Re: New map: out city
Post by: QueeNiE on July 06, 2008, 10:00:29 PM
just from the screenshots it looks like the floor is way too far away from the ceiling.  Also, the floor is sand indoors?  And the ceiling is made of wood? Very.. interesting.
Title: Re: New map: out city
Post by: Spook on July 06, 2008, 10:45:44 PM
Major improvements over your previous works.
Title: Re: New map: out city
Post by: Cameron on July 06, 2008, 10:49:35 PM
Yes, much better map.  Well done.
Title: Re: New map: out city
Post by: UDead on July 06, 2008, 10:57:07 PM
well ill try working on it tomorro, im tired.
Title: Re: New map: out city
Post by: UDead on July 06, 2008, 10:58:26 PM
also what do you mean by have the elavators to start 8 high?
Title: Re: New map: out city
Post by: Cameron on July 06, 2008, 11:02:12 PM
He means get the elevator to start 8 units higher up.  Like set the mode on the map for 8 units per square or whatever and move it up one of the squares.  It just makes it start a little higher up. 
Title: Re: New map: out city
Post by: UDead on July 06, 2008, 11:07:18 PM
why, whats worng with the way its now and im tierd and i dont know how to do it right now. any demo or beter ex.
Title: Re: New map: out city
Post by: M-A-Zing on July 06, 2008, 11:19:19 PM
it goes through the sand at the bottom just raise up the starting position

Title: Re: New map: out city
Post by: Termin8oR on July 07, 2008, 01:23:25 AM
Looks good UDead.
I think that it is still to open for a small map. And the middle flag does not look good up there because of only have 1-2 ways to get to it. Maybe some ramps from the ground and what not to jump to it?
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 05:59:56 AM
ok...well i put the one flag in the middle to make it better and so you have to go that way to get it and its open so you can still get shot from the ground.
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 09:07:23 AM
I fixed the flags and the plat, the plat is in the center and there is now 4 ways to get up there.
Title: Re: New map: out city
Post by: DrRickDaglessMD on July 07, 2008, 09:42:13 AM
for all its simplicity, I actually like it. The only stand-out issue for me is the crates in the water can be hard to navigate around as even though they are spaced apart and away from the walls, you can only fit through one of the 3 gaps.

- Dagless
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 09:54:44 AM
thats the way its supposed to be, so it makes it harder to get away with the flag if going that way and also protects you for incoming paintballs.
Title: Re: New map: out city
Post by: M-A-Zing on July 07, 2008, 11:19:10 AM
where is the download for beta 2?
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 11:44:23 AM
oops!! i forgot to post the new one, lol.
Title: Re: New map: out city
Post by: M-A-Zing on July 07, 2008, 11:56:29 AM
i think the ladders are a little unnatural looking, they should be on the side of the boxes. and instead of the little lip on the boxes it should be a mini box.
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 12:13:35 PM
so what you are saying no ladder but a box to duble jump
Title: Re: New map: out city
Post by: RiMiNi on July 07, 2008, 12:25:47 PM
he is just saying that the lip looks retarted. which i agree with. and you dont need a double jump. just put a mini box in the corner on top of the reg sized boxes for a little extra height so you can jump to the white-falg plat.
Title: Re: New map: out city
Post by: M-A-Zing on July 07, 2008, 12:33:58 PM
change how the ladder looks, make it look real. and then exactly as Rimini said
Title: Re: New map: out city
Post by: Laged on July 07, 2008, 01:01:28 PM
I love how simple it is :)
As the others said you might want to make the ladder look better.
Also, I found some little texture problems, some screenshots:

The texture is misaligned - I would move that texture "to the left" so it's aligned.
(http://img510.imageshack.us/img510/8826/sshot000mb6.jpg) (http://imageshack.us)

In my opinion the lamps would look better if you applied a metal texture on the top instead of the light texture ^^
(http://img401.imageshack.us/img401/3269/sshot003hs1.jpg) (http://imageshack.us)

One of the corners of the box looks like it's floating on the water
(http://img521.imageshack.us/img521/800/sshot004nn9.jpg) (http://imageshack.us)

By now I didn't find anything else :)
Cheers
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 01:12:12 PM
what thing are you useing to take the pic?
Title: Re: New map: out city
Post by: Laged on July 07, 2008, 01:12:42 PM
Uhh.. F12?
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 01:37:24 PM
my pics are not coming out like thos
Title: Re: New map: out city
Post by: M-A-Zing on July 07, 2008, 01:43:10 PM
what exactly do you mean?
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 01:53:48 PM
the texture on in the pic its diffrent that the one i have
Title: Re: New map: out city
Post by: RiMiNi on July 07, 2008, 01:55:31 PM
do you mean the fact that he does not have his hud on? or the texturs (hi-res)

EDIT: couple seconds before me.
he just has a different version of the textures than you do
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 01:59:22 PM
is it better or newer?
Title: Re: New map: out city
Post by: M-A-Zing on July 07, 2008, 02:04:32 PM
they have a higher resolution get them here

ftp://www.otb-server.de/pub/HR4.zip
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 05:02:31 PM
....
Title: Re: New map: out city
Post by: Laged on July 07, 2008, 05:10:32 PM
Place the HR4 folder in your textures folder.
Then open paintball and open SETUP --> Video options --> Texture/Lightmap settings.
You should see "Enable high-res texture pack" there. Just click on the box in the left of that.
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 05:14:29 PM
well im compiling my map and i say this is the last beta relece this is final i have nothing i think i can do or want to do with it.
Title: Re: New map: out city
Post by: Laged on July 07, 2008, 05:19:23 PM
Post the new beta and we will see if another beta is needed :)
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 06:33:10 PM
Lol. I will when its doine compiling I forgot to do something and I have to recompile it, X (

M-A-Zing, you sitill there?
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 06:44:18 PM
here it is beta 3
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 07:33:14 PM
anyone have a server i can post so i can see if anyone playes it...?
Title: Re: New map: out city
Post by: Cameron on July 07, 2008, 07:37:00 PM
When Jitspoe sees this he will probably / might put it on the Beta Server.  He will have to test it out first.  Oh, and is that how you were supposed to use the high res textures?  I just downloaded them from the dplogin site, jit's ones and replaced the old ones.  I guess there are more in there as well :P.
Title: Re: New map: out city
Post by: UDead on July 07, 2008, 07:41:36 PM
OK...I'm really surprised, i haven't had any negative BIOS but now that i said that it will happen (knock on wood).

Also this is the farthis i have gotten so i didn't know what to do and where to get my map on line.
Title: Re: New map: out city
Post by: y00tz on July 07, 2008, 11:39:04 PM
I think it looks nice, I remember your house map was pretty feature-savvy.

OK...I'm really surprised, i haven't had any negative BIOS but now that i said that it will happen (KnocK on wood)

Don't forget you're toughest critic thus far...

(all in good fun)
Title: Re: New map: out city
Post by: Laged on July 08, 2008, 05:13:13 AM
Check my first screenshot (page 2)
You fixed it in the red side but not in the blue side :P

Well, that's all. I thought my 100th post would be a bit longer :)
Title: Re: New map: out city
Post by: UDead on July 08, 2008, 05:58:03 AM
i looked and i don't see anything to fix, i need more detail of where exactly it is and what to do.
Title: Re: New map: out city
Post by: Laged on July 08, 2008, 06:20:30 AM
Well, check these screenshots:

This is what it looks like now in the blue base:
(http://img510.imageshack.us/img510/8826/sshot000mb6.jpg) (http://imageshack.us)

This is what it should look like:
(http://img503.imageshack.us/img503/959/sshot005gy1.jpg) (http://imageshack.us)

Also, you might want to move the metal texture in this platform too:
(http://img329.imageshack.us/img329/6435/sshot007ly0.jpg) (http://imageshack.us)
Title: Re: New map: out city
Post by: UDead on July 08, 2008, 06:42:41 AM
With the one you are saying is wrong when i Aline it, the texture doesn't look like a hole, it looks like someone had cut it and didn't put it back togeather right, thats why its like that.

The last photo i will fix, but the other one i can. it wont let me mirror the texture so that its on the other side of that Peace vs. the side its on.

*Hey, sorry i cant do it right now i have to go to work, probably be back on at 4 or later.*
Title: Re: New map: out city
Post by: UDead on July 08, 2008, 09:05:08 PM
i back any word on my map get on beta server?
Title: Re: New map: out city
Post by: M-A-Zing on July 08, 2008, 09:23:17 PM
once jitspoe looks, and decides that it is fit for play it will go up, apparently he hasn't looked at it yet, i don't think he has looked at the mapping forum for awhile, be patient, what i do is begin on another map while i wait.
Title: Re: New map: out city
Post by: UDead on July 09, 2008, 06:37:31 AM
how do i put a plant here?
Title: Re: New map: out city
Post by: UDead on July 09, 2008, 07:18:04 AM
well i have to go to work see you around 6 or later
Title: Re: New map: out city
Post by: Laged on July 09, 2008, 07:37:03 AM
Hit e, select func_model and make entity. Click the + and write "model" "models/plants/bigleaf2.md2" :)
Title: Re: New map: out city
Post by: UDead on July 09, 2008, 07:41:53 AM
i did that and it just appered as a white dimaond

nvm i got it thx
Title: Re: New map: out city
Post by: UDead on July 09, 2008, 07:54:11 AM
i added the plant to both sides just to give the side wall and small island some purpose and to try to equal it out.
Title: Re: New map: out city
Post by: UDead on July 09, 2008, 07:54:53 AM
now i am leaving see you all around 6 or later.
Title: Re: New map: out city
Post by: Laged on July 09, 2008, 10:47:52 AM
Avoid double/tripleposting, put it all in the same post if possible. You can edit your posts if you forgot to say something, just click "modify".
Title: Re: New map: out city
Post by: UDead on July 09, 2008, 06:19:01 PM
sorry i was just in a hurry to get to work.

*Heres beta 4*


I fixed the unaligned textures and added the plants.
Title: Re: New map: out city
Post by: M-A-Zing on July 09, 2008, 07:45:11 PM
two misaligned textures in each base

and for the metal box,i think you should either make it a half crate, it is just an awkward size. but preferably you could just make that tower three crates high
Title: Re: New map: out city
Post by: UDead on July 09, 2008, 09:09:17 PM
come on i thought i had it all done

im done for the night, i have been working on this map night and day befor and after work. im taking a break for maby a day or two.
Title: Re: New map: out city
Post by: UDead on July 10, 2008, 07:26:27 PM
well i fixed the Texture Problem !
Title: Re: New map: out city
Post by: RiMiNi on July 10, 2008, 09:44:20 PM
good now post the next beta lol. and dude, laged has said it a million times, theres a modify button, so instead of quadruple posting you can just edit your first post.
Title: Re: New map: out city
Post by: UDead on July 10, 2008, 10:00:12 PM
i will in the morning
Title: Re: New map: out city
Post by: Holo on July 10, 2008, 10:37:55 PM
Why exactly is this called "out city" when it really has nothing to do with a city at all? Not a bad name, but just a bit curious.  ;D
Title: Re: New map: out city
Post by: UDead on July 11, 2008, 05:58:57 AM
Lol. I couldn't come up with a name and I had a friend help me and he came up with out city, so I don't know.

Hey everyone that sees this post I'm open to suggestions of what I should change my maps name to.



*Heres Beta 5*



Got to go to work see you all maby 6 or later.
Title: Re: New map: out city
Post by: M-A-Zing on July 11, 2008, 12:23:57 PM
you could try what i do and take words that i find in the dictionary like:

renascent
malediction
myriad
remunerate
anathema
rodomontade
obsequious
amanuensis
acerbic
kismet
bedizen
shibboleth
detritus
malaprop
extransigent
panegyric
supervene

look them up if you like, i don't remember what they mean, and its funny that spell check tried to correct some of these words.
Title: Re: New map: out city
Post by: Laged on July 11, 2008, 02:45:16 PM
Supervene :D

Vene is Finnish and means boat, Supervene = superboat :)
Title: Re: New map: out city
Post by: M-A-Zing on July 11, 2008, 05:13:20 PM
i didn't notice any mistakes, so it looks final worthy, but i haven't play tested with anyone, because i don't have a server and it isnt on the beta server yet (hint hint).
Title: Re: New map: out city
Post by: lilb990 on July 11, 2008, 05:24:44 PM
Nice map you got there Im working on a map as well and having some problems Can anyone help me out??

EDIT:Mainly with ramps cause i have no idea how to make a ramp SORRY im a noob with mapmaking :P
Title: Re: New map: supervene
Post by: UDead on July 11, 2008, 05:37:34 PM
well i guss i will change the name to "supervene"

su·per·vene (spr-vn)
intr.v. su·per·vened, su·per·ven·ing, su·per·venes
1. To come or occur as something extraneous, additional, or unexpected. See Synonyms at follow.
2. To follow immediately after; ensue.
3. Philosophy To be dependent on a set of facts or properties in such a way that change can occur only after change has occurred in those facts or properties.



hey M-A-Zing test my map so i can see if i can post it on the final map page in the forums
Title: Re: New map: supervene
Post by: M-A-Zing on July 11, 2008, 09:18:20 PM
i would, but its not on the beta server (see previous post) but i think it would be fun 2v2
Title: Re: New map: supervene
Post by: UDead on July 12, 2008, 05:58:58 AM
whats jitspoe email so i can talk to him about puting my map on beta server?
Title: Re: New map: supervene
Post by: Laged on July 12, 2008, 06:22:04 AM
Just PM him or wait until he checks this thread
Title: Re: New map: supervene
Post by: Cameron on July 12, 2008, 06:33:12 AM
Wait till he checks the thread.  I remember waiting about 1 month for a response :).  Sometimes I do the same to people when I can't be bothered responding or I am just skimming through the forums. 

Just played the map quickly, this is going to be a fast paced map from what I can see.  The way its designed though I really like, although a selection of guns at the start should be limited as its really small, saying that because I think I started with loaded co2 and a carbine.
Title: Re: New map: supervene
Post by: UDead on July 12, 2008, 06:41:35 AM
I have it set up to where the co2 is already loaded because I hate waiting for it to load and someone comes and kills you, and you have to get you own gun at start and ammo. This map is not designed to compete with the high end maps.



Title: Re: New map: supervene
Post by: Cameron on July 12, 2008, 06:44:56 AM
The thing is though the other people are in the same boat, they have to re-load the co2 as well.  Make everything you have to pick up, and only 2-4 good guns, leave some people with a PGP and nothing but ammo, makes it more interesting.
Title: Re: New map: supervene
Post by: UDead on July 12, 2008, 06:47:27 AM
OK, well i guess my map is not done yet, "...." ill try something.



Hey Cameron,

Is there any way I could post a video tour of maps? I think there should be a way when you have a new map you can post a rec. of you map and be able to post it on the forms as a video clip and it would be like a map tour.
Title: Re: New map: supervene
Post by: Laged on July 12, 2008, 06:54:59 AM
Well I'm not Cameron but there is a way - You can record a demo and send it to the forums.
Then people can download the demo and check it, but that's useless because they can download the map and check it by theirselves.
Title: Re: New map: totus
Post by: UDead on July 12, 2008, 07:02:27 AM
what I'm talking about it being able to see the map as a video on the forms themselves without downloading the map. (like when looking for a house on line they have video tour so you don't have to really go to the house until you want to buy it or want to see what it looks like up close)



I'm changing my map name agian to "totus" meaning,
'totus'
Latin for
whole, entire, complete, all.
Title: Re: New map: supervene
Post by: Chef-Killer on July 12, 2008, 07:03:06 AM
Or you can make something like this.

ftp://otb-server.de/pub/Videos/
Title: Re: New map: supervene
Post by: Laged on July 12, 2008, 07:05:31 AM
Or you can record the demo with fraps and upload it to youtube and put a link here :P
Title: Re: New map: totus
Post by: UDead on July 12, 2008, 07:07:51 AM
well i have to go, i need to get ready to go to kings island



Man it was a long day yesterday, I didn't wake up till 10
Title: Re: New map: totus
Post by: UDead on July 13, 2008, 12:45:21 PM
Heres is the next beta and final beta for this map.

There is two textures you need to download and put in the right folder.
Title: Re: New map: totus
Post by: T3RR0R15T on July 13, 2008, 12:46:54 PM
out city or totus now?


We need high res textures for ur new ones. The low res textures looks horrible, when the rest of the map is in high res...
Title: Re: New map: totus
Post by: UDead on July 13, 2008, 03:19:25 PM
i don't use the high res because I'm used to the low res and i don't really feel like going back through and making high res, at lest right now I'm not but maybe later.



Here, just delete them as you will not need them. I'm going to change the way i have them in there. but later, I'm going out to eat later.
Title: Re: New map: totus
Post by: Garrett on July 13, 2008, 05:27:17 PM
High res textures aren't hard to make, just release the .jpg instead of a .wal.
Title: Re: New map: totus
Post by: UDead on July 13, 2008, 05:51:09 PM
The thing about that is I never made it from a high res jpg, I took the low res into photoshop and made a pic and made the wal. nvm that, you don't need them anymore. I made changes to my map, so they are useless now.



Heres the new beta and now is the last beta.
Title: Re: New map: totus
Post by: Laged on July 13, 2008, 06:01:01 PM
I wanted to see your textures high res :)
Title: Re: New map: totus
Post by: UDead on July 13, 2008, 06:09:24 PM
theres no need, and i have to go
Title: Re: New map: totus
Post by: sk89q on July 13, 2008, 08:04:36 PM
High res textures aren't hard to make, just release the .jpg instead of a .wal.

High resolution textures are 4X the resolution and can be in any format (.jpg, .wal, .tga).
Title: Re: New map: totus
Post by: Apocalypse on July 13, 2008, 08:53:36 PM
I like the partially sunken look of the bridges(??) from the screen shots I'll check it out again tommorrow.
Title: Re: New map: totus
Post by: UDead on July 13, 2008, 09:18:15 PM
sk89q, the texture he is talking about was not 4x. Anyways you don't need it, i scraped it and did something diffrent.
Title: Re: New map: totus
Post by: sk89q on July 13, 2008, 09:43:41 PM
I know, but Garrett was saying that all you need to make a high resolution texture was to save it in .jpg format.
Title: Re: New map: totus
Post by: UDead on July 13, 2008, 10:22:34 PM
well im tired goodnight
Title: Re: New map: totus
Post by: jitspoe on July 14, 2008, 12:04:29 AM
Didn't have time to read through all the comments, and I hope I got the latest beta.  I've attached a demo of some things you might want to revise.  I've also uploaded the map to the beta server for play testing (see PM for details).
Title: Re: New map: totus
Post by: UDead on July 14, 2008, 05:58:39 AM
OK, thank-you jitspoe for finally replying an helping me out.


i fixed them but i don't know how to fix the thing that wants to download the missing texture that i removed.
Title: Re: New map: totus
Post by: jitspoe on July 14, 2008, 10:33:02 AM
In BSP there's a way to select by texture - just put in that texture name and it should select the brush that has it.
Title: Re: New map: totus
Post by: UDead on July 14, 2008, 05:45:23 PM
OK, well thx i got it i think i don't feel like compiling right now


*Heres beta 3*
I should have fixed the missing texture and re aligned some too.
Title: Re: New map: totus
Post by: Laged on July 15, 2008, 06:53:32 AM
Ewww, what's this?

(http://img214.imageshack.us/img214/5572/sshot000az0.jpg) (http://imageshack.us)

You can make the texture be smaller easily - select the brush, hit s. You should see "SX" and "SY" in the right corner. Change the values to 0.5 from 1.0.
Title: Re: New map: totus
Post by: UDead on July 15, 2008, 07:28:43 AM
Ok,
*Heres beta 4*
Title: Re: New map: totus
Post by: UDead on July 15, 2008, 07:44:35 AM
well i have to go to work see you later
Title: Re: New map: totus
Post by: Garrett on July 15, 2008, 01:42:50 PM
well i have to go to work see you later
We don't need a status update where you are going every time you leave your house.
Stop with the double posts.

Great map though.

I think this is just a high res error on my end though.
Title: Re: New map: totus
Post by: Laged on July 15, 2008, 01:46:22 PM
For me that flag looks normal.
Title: Re: New map: totus
Post by: T3RR0R15T on July 15, 2008, 03:42:31 PM
For me that flag looks normal.

For me too.

U can use the HighRes Flags from this package: ftp://www.otb-server.de/pub/HR4.zip
But normaly in the package is the same u have.
Title: Re: New map: totus
Post by: UDead on July 15, 2008, 08:10:34 PM
ok, how do i update my map on the beta server, or dose a mod have to do it?
Title: Re: New map: totus
Post by: Laged on July 16, 2008, 06:34:51 AM
As someone already said - wait and be patient. Jits will check this thread and upload the map to the server if he thinks it's good enough.
Title: Re: New map: totus
Post by: UDead on July 16, 2008, 07:12:53 AM
I just asked a question, I didn't need some smart Alick remark saying
Quote
As someone already said - wait and be patient.
I just wanted to know if he had to do it or if I could, I wasn't asking when is he going to look at this thread and post on beta.
Title: Re: New map: totus
Post by: Laged on July 16, 2008, 07:15:22 AM
Well excuse me if I misunderstood your post. Jitspoe has to do it, you can't.
Title: Re: New map: totus
Post by: UDead on July 16, 2008, 07:20:30 AM
OK, thank-you

you know its funny to read over other ppls argument.


hey is my map compleate now?
Title: Re: New map: totus
Post by: UDead on July 18, 2008, 05:58:23 AM
hey is my map done or not?

*Heres my final completed map*
Title: Re: New map: totus (Complete)
Post by: Laged on July 20, 2008, 12:10:05 PM
I noticed just now - the r_speeds are over 2000 in some places. Did you use any hint brushes?
And yeah it's the final version but I felt like saying it :P

EDIT: With the 200 I meant 2000 Spook :P. And my computer can handle it, someone else might not be as lucky as me.
Title: Re: New map: totus (Complete)
Post by: Spook on July 20, 2008, 12:34:26 PM
Your computer has to be REALLY bad to not be able to handle that.
Title: Re: New map: totus (Complete)
Post by: UDead on July 20, 2008, 03:23:08 PM
I only have two hint brushes, and they are for the ladders.
Title: Re: New map: totus (Complete)
Post by: Laged on July 20, 2008, 03:26:45 PM
I use clip brushes for ladders. Anyway, 2000 r_speeds aren't that big of a problem, I just thought it was weird because the map is pretty small.
Title: Re: New map: totus (Complete)
Post by: UDead on July 20, 2008, 04:05:55 PM
so can one of the moderaders put this map in the complete map forum

EDIT: Thx who ever put my map on the forum ;D


Can anyone post this map up on the server for me please?
Title: Re: New map: totus (Complete)
Post by: qs on July 27, 2008, 07:42:53 AM
This map have bug or no? When you're blue and you will cap so dont point to blue score ?
Title: Re: New map: totus (Complete)
Post by: T3RR0R15T on July 27, 2008, 08:11:54 AM
It has a bug.
Title: Re: New map: totus
Post by: UDead on July 29, 2008, 06:37:02 AM
ok, ill fix it

Can someone help me fix it I tried and its not working for me?
Title: Re: New map: totus
Post by: T3RR0R15T on July 29, 2008, 09:53:04 AM
Send me the mapfile.
Title: Re: New map: totus
Post by: qs on July 29, 2008, 04:47:46 PM
I think that Its good map (without bugs) you think same?=)
Title: Re: New map: totus
Post by: Scope on July 29, 2008, 06:54:15 PM
This map is great =) ;D
Title: Re: New map: totus
Post by: UDead on July 30, 2008, 06:20:40 AM
T3RR0R15T to you email?
Title: Re: New map: totus
Post by: T3RR0R15T on July 30, 2008, 03:31:15 PM
Fixed: ftp://www.otb-server.de/pub/Maps/totus.bsp


This new version is online at the OTB servers now.
Title: Re: New map: totus
Post by: ic3y on July 31, 2008, 04:01:57 AM
Uploaded on Arctic
Title: Re: New map: totus
Post by: jitspoe on August 10, 2008, 04:03:34 AM
The water is at two different levels, and there's really no need for it to be.  It's just causing the world to draw a 3rd time.  That should really be fixed.