Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: m7feettall on September 16, 2007, 04:42:02 PM

Title: Community Map Project #1
Post by: m7feettall on September 16, 2007, 04:42:02 PM
Since the earlier thread showed that there was some interest I am putting up this community map idea.

Feel free to work on it, add your own twists, embellishments, etc.

If you decide to make it please post and reserve your name.


Example...the first one who posts will claim

community1a

The next

community1b

etc.

Then post your screenies, demos, etc. and we can see what you all came up with.

I am hoping that this particular map concept will not have any frame rate issues etc. I am still new to designing maps for dp. I tried to break up the space a little.


(http://img513.imageshack.us/img513/4909/communityko2.png) (http://imageshack.us)



Mappers:
1a = Queenie
1b = Garret
1c = Rept
1d = Apocalypse
1e = Magical-tree
Title: Re: Community Map Project #1
Post by: QueeNiE on September 16, 2007, 05:11:54 PM
Mind if i take it for a spin first? :D
Title: Re: Community Map Project #1
Post by: m7feettall on September 16, 2007, 05:19:19 PM
Queenie = community1a



Title: Re: Community Map Project #1
Post by: Garrett on September 16, 2007, 05:35:17 PM
Ill help out. 
Title: _
Post by: Dirty_Taco on September 17, 2007, 12:37:20 PM
Post removed
Title: Re: Community Map Project #1
Post by: Rept on September 17, 2007, 01:09:11 PM
Throw my name up as a third please.
Ill give it a go but not sure how well time will premit me to pump it out fast.
But if all else fails ill take it as a learning experience.

Thanks, Rept
Title: Re: Community Map Project #1
Post by: m7feettall on September 17, 2007, 03:24:54 PM
Throw my name up as a third please.
Ill give it a go but not sure how well time will premit me to pump it out fast.
But if all else fails ill take it as a learning experience.

Thanks, Rept


I added you. I thought you were still working on our other one or would have just let you get first crack at this one.
Title: Re: Community Map Project #1
Post by: Clipz on September 17, 2007, 04:32:39 PM
please dont make another map like pbcup.
Title: Re: Community Map Project #1
Post by: Apocalypse on September 17, 2007, 07:51:28 PM
Put me up there for d.
Title: Re: Community Map Project #1
Post by: Magical-Tree on September 18, 2007, 04:38:02 PM
I'll give it a shot...
Title: Re: Community Map Project #1
Post by: QueeNiE on September 19, 2007, 06:54:12 PM
Well, after some time of slaving away and working out jumping angles, here is what work I have done so far:


community1a.map (http://zilla-clan.net/upload/520602)




Good luck to all whom work on this in the future.  Enjoy! :)

/me passes the torch on to Garrett.

Title: Re: Community Map Project #1
Post by: nightryder on September 19, 2007, 07:58:18 PM
y didnt u make a ceiling
Title: Re: Community Map Project #1
Post by: QueeNiE on September 19, 2007, 08:38:25 PM
I decided to let whoever was next to decide whether or not to make a ceiling or a sky.


Besides, I didn't want to do too much :D
Title: Re: Community Map Project #1
Post by: Termin8oR on September 19, 2007, 08:41:33 PM
i say sky it up.
Title: Re: Community Map Project #1
Post by: QueeNiE on September 19, 2007, 08:44:10 PM
Talk to Garrett.  He's next in line. :)
Title: Re: Community Map Project #1
Post by: m7feettall on September 20, 2007, 06:04:41 AM
Perhaps I gave the wrong impression. I don't mind if we do it this way...letting one work on part, then the next etc.

But what i was thinking was each would make their own full version with a different take on the theme.

But either way is fun.

Incidentally I at first was wondering about some of the distances. But with a bit of work I managed to get to all the barriers and the high back door from the base, which was what I was hoping. I also hit the far base ramp and made it in one quick motion to the far barrier and the steps...but not to the high back door yet. I think it is possible but will be tough. The slower approach, hitting several barriers, works fine.

I haven't quite made it up from the very bottom on the stepping stones with that odd ramp, but am close. Getting speed and then hitting it just the right way is tough.

Title: Re: Community Map Project #1
Post by: atmays on September 20, 2007, 07:16:46 AM
I downloaded queenie make of it and when I get some time I will see what I can do with it.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 20, 2007, 02:53:43 PM
This is what i have done to the community1a map.
I can always change the brushes later and add new ideas/remove ideas.

Download a demo: http://zilla-clan.net/upload/109234 (http://zilla-clan.net/upload/109234)

Screenshots:
Topical Graphical View:
(http://i17.photobucket.com/albums/b84/paintcan_/sshot052.jpg)

Mid to right high back door:
(http://i17.photobucket.com/albums/b84/paintcan_/sshot051.jpg)

Mid to red base:
(http://i17.photobucket.com/albums/b84/paintcan_/sshot050-1.jpg)

Above flag looking mid:
(http://i17.photobucket.com/albums/b84/paintcan_/sshot049-1.jpg)
Title: Re: Community Map Project #1
Post by: QueeNiE on September 20, 2007, 03:17:46 PM
That wall texture looks way better than mine did lol. :D
Title: Re: Community Map Project #1
Post by: T3RR0R15T on September 20, 2007, 03:45:17 PM
Download a demo: http://zilla-clan.net/upload/109234 (http://zilla-clan.net/upload/109234)

We need the map to view the demo...
Title: Re: Community Map Project #1
Post by: Termin8oR on September 20, 2007, 04:45:17 PM
oh yeah oops.
i will finish my part of the map and create a new demo.
Give me a day or so, i have plans!

What you guys think of screenshots though?
Title: Re: Community Map Project #1
Post by: Termin8oR on September 20, 2007, 04:46:27 PM
That wall texture looks way better than mine did lol. :D

LoL Yeah QueeNiE, your wall texture almost made me lose my lunch! just kidding. :D
But i think the rock lightens it in the right way.

What you guys think of the stepping stone idea? Do i need to re-do it?
Title: Re: Community Map Project #1
Post by: nightryder on September 20, 2007, 04:51:26 PM
different texture for steps
Title: Re: Community Map Project #1
Post by: m7feettall on September 20, 2007, 04:59:31 PM
Just to clarify, since this seems to be working, go ahead and take your stab at the map file. But if anyone would rather just make their own that is fine too.

I like the look on the new version. Can we get a .map file to play around in there? Thanks.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 20, 2007, 05:23:28 PM
Yeah, Just give me a little bit more time, im just adding a little more detail into the stepping stones.
I will post the .map and .bsp and a demo and newer screenshots.
If you guys have anymore map idea's please post a map or layout and we will get around to them.
I havent been mapping cause i dont have any ideas.
Title: Re: Community Map Project #1
Post by: atmays on September 21, 2007, 01:39:13 AM

I havent been mapping cause i dont have any ideas.

Same Here
Title: Re: Community Map Project #1
Post by: Termin8oR on September 22, 2007, 07:06:41 AM
Hey Guys, Sorry for the wait. I have been busy the last couple days but have been mapping in my free time.
Here is a screen shot of the finished map, i just need to re-align textures then i will release my first beta to see what the other problems are.

Map Now has 2 Flags in high back door by main flag.
Main flag is worth 5 points, 2nd flag is worth 7 points.
Caps are ONLY at main flags.
I have also placed 16 guns in both bases for when it is on a fast/large public server.
You spawn with loaded co2, given co2, hopper, ammo, steel barrel, but you MUST find a gun or you're PGPing.

(http://i17.photobucket.com/albums/b84/paintcan_/sshot060.jpg)
Title: Re: Community Map Project #1
Post by: Apocalypse on September 22, 2007, 09:29:35 AM
Hmmm..... looks good termin8or where did you go to until lately I haven't seen you around at all.
Also mine might not be done for a while I'm really busy for a couple of weeks although it's settling down a bit now.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 22, 2007, 12:40:04 PM
Hmmm..... looks good termin8or where did you go to until lately I haven't seen you around at all.
Also mine might not be done for a while I'm really busy for a couple of weeks although it's settling down a bit now.

Yeah the map is almost done and is looking good, i just need to re-align the textures for most of the brushes because lazy me forgot to lock them! :D

And i have been around, just doing my thing.
Title: Re: Community Map Project #1
Post by: nightryder on September 22, 2007, 05:55:20 PM
mid low...is that a window going through that wall

if so...thats what i was thinking needed to be there, and a quick jump or ramp would make a nice little window to the other side to avoid that bottleneck in the mid....
looks good. how big is it?
Title: Re: Community Map Project #1
Post by: Termin8oR on September 22, 2007, 06:32:56 PM
Here is the map in .BSP form, please feel free to look around it and tell me what needs to be fixed/changed or re-done.

Download here: http://zilla-clan.net/upload/806804

The map isnt to large but it is a decent size. I have been playing the map a little and some of the lines for speed are great and can be used very well.
I think it should be another good map for pubs and matchs.
Title: Re: Community Map Project #1
Post by: m7feettall on September 22, 2007, 08:41:15 PM
termin8or, very good work on that one. I really like the little low tunnel and the double jump steps to the back door. The game play is great now just from my testing, and you really broke up the space and made lots of routes which I am a big fan of.

I only have two problems.

a. I don't have about 11 textures. Am I missing a new texture pack or something?

b. I like the high flag, but it will really kill it for noobs. I wanted the back door to be an advantage for skilled players, but not a totally new scoring method. 

This will be too much like xbmap1 or Renoir in that noobs won't even play it, and I would like to see this thing get played.

Even with skilled players this means that you have to take the high route to be competitive, which kills the point of having multiple routes. Campers could just camp the high because they know you eventually have to go there.

Please re-consider that second flag.

Title: Re: Community Map Project #1
Post by: DaRkNeSS on September 23, 2007, 01:53:47 AM
I love how you say, "You MUST find a gun or you'll be PGPing" when the entire spawn floor is like covered in cockers and carbines. 

:P
Title: Re: Community Map Project #1
Post by: Termin8oR on September 23, 2007, 03:13:57 AM
termin8or, very good work on that one. I really like the little low tunnel and the double jump steps to the back door. The game play is great now just from my testing, and you really broke up the space and made lots of routes which I am a big fan of.

I only have two problems.

a. I don't have about 11 textures. Am I missing a new texture pack or something?

b. I like the high flag, but it will really kill it for noobs. I wanted the back door to be an advantage for skilled players, but not a totally new scoring method. 

This will be too much like xbmap1 or Renoir in that noobs won't even play it, and I would like to see this thing get played.

Even with skilled players this means that you have to take the high route to be competitive, which kills the point of having multiple routes. Campers could just camp the high because they know you eventually have to go there.

Please re-consider that second flag.



okay m7 i have thought about what you said about the back door and i will fix everything that i can to it but can you please specify what you would like done to it?

And i think that you might be missing the newest texture pack because i was missing them too but until i downloaded it everything was fine.

And about the second flag i was thinking about just removing it or finding a different, more capable spot.

I love how you say, "You MUST find a gun or you'll be PGPing" when the entire spawn floor is like covered in cockers and carbines. 

:P

And i didnt really but much thought or detail into the gun placements but i think with the next beta i will have some kind of organized space.
Title: Re: Community Map Project #1
Post by: Apocalypse on September 23, 2007, 09:48:33 AM
M7 its probably the CTP1 thats your missing.
Title: Re: Community Map Project #1
Post by: KiLo on September 23, 2007, 10:07:31 AM
Just checked out the map and I have only one minor concern. In the red upper all along that hall there is like white spots on the ground that makes it look like Scarface was dragging a bag of open cocaine down that hall.
Title: Re: Community Map Project #1
Post by: m7feettall on September 23, 2007, 01:54:40 PM
okay m7 i have thought about what you said about the back door and i will fix everything that i can to it but can you please specify what you would like done to it?

I would like the second flag removed.

That is my major concern. Just take out the new room and the second flag.


Quote

And i think that you might be missing the newest texture pack because i was missing them too but until i downloaded it everything was fine.

Yeah, that was the problem :)

Quote

And about the second flag i was thinking about just removing it or finding a different, more capable spot.

Removing it is best. Two flags just hurries the map.

I want all routes to be options and if you place a flag along a route, rather than at the convergence of them in the base, then you force a route. The main flag, at the convergence of the various routes, is in the right spot. You don't need another one.

Quote

And i didnt really but much thought or detail into the gun placements but i think with the next beta i will have some kind of organized space.

They are fine :)

Though truth be told I actually DID fail to get one once. Not sure how.



See my next post for texture suggestions. These are less of a concern than the flag issue, but I think they might help.

Title: Re: Community Map Project #1
Post by: m7feettall on September 23, 2007, 01:59:30 PM
Just checked out the map and I have only one minor concern. In the red upper all along that hall there is like white spots on the ground that makes it look like Scarface was dragging a bag of open cocaine down that hall.

Yeah, it appears to be a problem with the texture itself. it occurs in all the spots with that texture, including the other back door.

You also have the issue with the dark blue clashing with the light blue, and the dark red with the light red. I think it might be best just to use the old textures or the new, but not both.


And if it were me I would go with the old since the new has a flaw in it.

 There is too much color clashing going on.

The bottom base of each flag is yet a third shade of blue which doesn't match with anything.
Title: Re: Community Map Project #1
Post by: nopyo on September 23, 2007, 04:47:42 PM
Where did you get those textures, I'm missing them too.
Title: Re: Community Map Project #1
Post by: Clipz on September 23, 2007, 08:29:42 PM
please re texture this whole map
Title: Re: Community Map Project #1
Post by: Termin8oR on September 23, 2007, 09:27:06 PM
Okay guys, i will do what you like, but please give me a day or two to do this because i am busy at home in the next couple days.
But it will be done.
Title: Re: Community Map Project #1
Post by: m7feettall on September 24, 2007, 12:56:02 AM
Okay guys, i will do what you like, but please give me a day or two to do this because i am busy at home in the next couple days.
But it will be done.

No hurry, and I hope we didn't discourage you. I am liking the map so far.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 24, 2007, 12:51:10 PM
Don't worry because i was playing the map without grabbing the second flag and I think it would be better without it and the map without the 2nd flag wont be rushed and will be a little longer, but the map will also end up being like a camp fest sometimes because with only 1 flag you cant force the other team to make a move.
I will remove the 2nd flag in the next beta and try that and see if the 2nd flag was better or not.
Title: Re: Community Map Project #1
Post by: nightryder on September 24, 2007, 03:36:34 PM
why not make another path way with a second flag that opens up when there is more than a certain amount of people. i forget what thats called but jits knows. right now the map looks like it would be good for 3v3s and maybe 4v4s but it would be a spray/camp fest in a highly populated server
Title: Re: Community Map Project #1
Post by: y00tz on September 24, 2007, 03:47:49 PM
why not make another path way with a second flag that opens up when there is more than a certain amount of people. i forget what thats called but jits knows. right now the map looks like it would be good for 3v3s and maybe 4v4s but it would be a spray/camp fest in a highly populated server

DSM
Title: Re: Community Map Project #1
Post by: nightryder on September 24, 2007, 05:54:23 PM
thats what i thought...what does that stand for
Title: _
Post by: P!nk on September 24, 2007, 06:03:20 PM
Post removed
Title: Re: Community Map Project #1
Post by: Garrett on September 24, 2007, 08:24:12 PM
Did I miss my shot or what?
Title: Re: Community Map Project #1
Post by: QueeNiE on September 24, 2007, 08:35:08 PM
Looks like Termi snuck up and stole the driver's seat :P
Title: Re: Community Map Project #1
Post by: Termin8oR on September 24, 2007, 09:49:13 PM
LoL
Sorry Garrett i waited for you to reply and you didn't reply so i took over!
Title: Re: Community Map Project #1
Post by: m7feettall on September 25, 2007, 12:56:39 AM
Did I miss my shot or what?


You can still make your own version of it.

Anyone still can that wants to.

Title: Re: Community Map Project #1
Post by: m7feettall on September 25, 2007, 12:57:54 AM
Don't worry because i was playing the map without grabbing the second flag and I think it would be better without it and the map without the 2nd flag wont be rushed and will be a little longer, but the map will also end up being like a camp fest sometimes because with only 1 flag you cant force the other team to make a move.
I will remove the 2nd flag in the next beta and try that and see if the 2nd flag was better or not.

There are currently

a. the high route
b. the lining spots from the high corner
c. the normal route
d. the over the barriers using a ramp route

That is pretty hard to camp really.

Title: Re: Community Map Project #1
Post by: Termin8oR on September 25, 2007, 01:41:40 AM
There are currently

a. the high route
b. the lining spots from the high corner
c. the normal route
d. the over the barriers using a ramp route

That is pretty hard to camp really.



Yes that is true and i will work on it next chance i get when i am on the computer.
Title: Re: Community Map Project #1
Post by: m7feettall on September 26, 2007, 11:34:15 AM
Yes that is true and i will work on it next chance i get when i am on the computer.

Looking forward to it. Thanks for all the time you have put in.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 27, 2007, 02:19:46 PM
Here is the latest stuff i have done to community1a_b1

Download the map: http://zilla-clan.net/upload/211596

ScreenShots:
(http://i17.photobucket.com/albums/b84/paintcan_/sshot073.jpg)
(http://i17.photobucket.com/albums/b84/paintcan_/sshot072.jpg)
(http://i17.photobucket.com/albums/b84/paintcan_/sshot071.jpg)
(http://i17.photobucket.com/albums/b84/paintcan_/sshot074.jpg)
(http://i17.photobucket.com/albums/b84/paintcan_/sshot076.jpg)
(http://i17.photobucket.com/albums/b84/paintcan_/sshot075.jpg)


Please let me know what you guys think of the new textures and 2nd flag removed.
Title: Re: Community Map Project #1
Post by: T3RR0R15T on September 27, 2007, 03:39:15 PM
Here is the latest stuff i have done to community1a_b1

Download the map: http://zilla-clan.net/upload/211596

Its community1a_b2. The community1a_b1 u posted here (http://dplogin.com/forums/index.php?topic=9428.msg97324#msg97324)



Uploaded to the OTB-Servers.
Title: Re: Community Map Project #1
Post by: y00tz on September 27, 2007, 04:43:54 PM
Is that even lit Termi?
Title: Re: Community Map Project #1
Post by: QueeNiE on September 27, 2007, 04:57:27 PM
Termi light that female dawg.
Title: Re: Community Map Project #1
Post by: m7feettall on September 27, 2007, 07:31:03 PM
The wall texture is much better, and I appreciate you taking the second flag out. Thanks again for all your work on it.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 27, 2007, 10:02:55 PM
Yeah i was to lazy to re-name it.
The map is just in the inprogress stage, i will finale compile when i get back home.
And i tested the map without the second flag and it slowed down and took a little longer to play but the map.

Did you want a different name for the map instead of community1a and what did you want the .BSP name to be?
Title: Re: Community Map Project #1
Post by: m7feettall on September 28, 2007, 08:25:04 AM
You and Queenie can come up with something on the name.

Title: Re: Community Map Project #1
Post by: Termin8oR on September 28, 2007, 11:27:43 AM
okay i will talk with queenie today when we are both online.
But how does the map look in general now?
Title: Re: Community Map Project #1
Post by: m7feettall on September 28, 2007, 03:30:43 PM
I like it pretty well. The wall texture really helps. I am still not completely sold on the new blue  textures, but maybe I am just a stick in the mud when it comes to innovation. And  you are the one putting in the work so make it work for you.

My big issue was just the flag and the impact on gameplay.

Title: Re: Community Map Project #1
Post by: Termin8oR on September 29, 2007, 09:04:26 PM
Okay i will think of a creative name and light the map properly when i get time. i have been extremely busy lately.
Title: Re: Community Map Project #1
Post by: Garrett on September 30, 2007, 11:35:35 AM
Its good I missed my shot.  School started and this map would have been just another distraction.  Looks good so far thou.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 30, 2007, 08:07:07 PM
Thanks Garrett, and sorry i stole it from you, but i just wanted too see if i could remember my mapping skills and see what i could do with the map. But next time i will let you have it. Sorry again.
Title: Re: Community Map Project #1
Post by: Garrett on September 30, 2007, 08:15:55 PM
Not a problem.  Don't worry about it.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 30, 2007, 08:19:02 PM
Okay.
I still need a name for the map though and I have no idea what to use.

Any suggestions?
Title: Re: Community Map Project #1
Post by: nightryder on September 30, 2007, 08:33:55 PM
the soulshaker
Title: Re: Community Map Project #1
Post by: DaRkNeSS on September 30, 2007, 08:52:07 PM
Comm-Map1
Title: Re: Community Map Project #1
Post by: nopyo on September 30, 2007, 10:56:31 PM
The map looks like a butterfly from top view, don't know if we can go somewhere with that.
Title: Re: Community Map Project #1
Post by: Termin8oR on September 30, 2007, 11:12:54 PM
I agree with darkness, Comm-Map1 it is but the BSP will be comm-map1.bsp for linux and easier console typing purposes.

The map looks like a butterfly from top view, don't know if we can go somewhere with that.

And yeah it kinda does look like a butterfly but thats not really something of any importance to the map, its just a topographical view.
Title: Re: Community Map Project #1
Post by: nightryder on September 30, 2007, 11:48:02 PM
pbcup looks like a cup
call it pbbutterfly
Title: Re: Community Map Project #1
Post by: DaRkNeSS on October 01, 2007, 12:24:33 AM
PBCup wasn't named PBCup because it looks like a cup.
Title: Re: Community Map Project #1
Post by: y00tz on October 01, 2007, 08:58:26 AM
Why not call the map :

"commap1"

Borrow the 2nd "m" in "comm" and use it for "map"? 
Title: Re: Community Map Project #1
Post by: DaRkNeSS on October 01, 2007, 06:02:38 PM
Then people will think we cannot spell y00tz.
Title: Re: Community Map Project #1
Post by: y00tz on October 01, 2007, 06:56:48 PM
Then people will think we cannot spell y00tz.

It's simple, y - 0 - 0 - t- z.

You knocked my spelling first...
Title: Re: Community Map Project #1
Post by: Eiii on October 01, 2007, 07:39:29 PM
Are they zeros or Os?

Oh, and com can mean community just as much as comm can. Three letters in a row is odd, anyway.
Title: Re: Community Map Project #1
Post by: Termin8oR on October 02, 2007, 02:22:08 PM
I am doing a finale compile right now, the map will be available as late as tomorrow or sometime today.
I have decided to call it commap1.bsp
Title: Re: Community Map Project #1
Post by: Termin8oR on October 02, 2007, 03:35:44 PM
Okay, here is the map in .BSP: http://zilla-clan.net/upload/914684

If there is anything wrong let me know.

And if it could be put onto All servers ASAP that would be great, Thank you.
Title: Re: Community Map Project #1
Post by: Apocalypse on October 02, 2007, 05:06:08 PM
They're 0s Eiii.
Title: Re: Community Map Project #1
Post by: DaRkNeSS on October 02, 2007, 05:23:43 PM
Are three m's in a row any more pathetic than a name with three i's in a row?
Title: Re: Community Map Project #1
Post by: Eiii on October 02, 2007, 06:37:58 PM
They're 0s Eiii.
+99999
Title: Re: Community Map Project #1
Post by: y00tz on October 03, 2007, 03:19:06 PM
They're 0s Eiii.

Haha "So is that an oh, or a zero?"

On-topic, who  all is making a map for this design?
Title: Re: Community Map Project #1
Post by: Termin8oR on October 03, 2007, 09:03:42 PM
y00tz i have already released the final version.
Read above.
Title: Re: Community Map Project #1
Post by: y00tz on October 04, 2007, 01:54:26 AM
y00tz i have already released the final version.
Read above.

Understood, now what, a new design?  For some reason I was under the impression multiple people were working on a design.
Title: Re: Community Map Project #1
Post by: Eiii on October 04, 2007, 01:57:17 AM
And if it could be put onto All servers ASAP that would be great, Thank you.

EVERY SINGLE ONE, GUYS. GET ON IT.

EDIT: That'd better not be the final version. At least light it, so it doesn't look awful. :<
it's not really that much of a community map if only two/two and a half people worked on it, anyway. ;)
Title: Re: Community Map Project #1
Post by: QueeNiE on October 05, 2007, 03:58:10 PM
/me eats Eiii's face.
Title: Re: Community Map Project #1
Post by: Magical-Tree on October 15, 2007, 05:49:19 PM
I withdraw from this project. That map looks awful, I doubt it can be saved.



~MT
Title: Re: Community Map Project #1
Post by: Termin8oR on October 15, 2007, 09:01:54 PM
Magical-Tree, you know nothing.
Go die.
Title: Re: Community Map Project #1
Post by: Eiii on October 15, 2007, 09:05:17 PM
I agree with the tree, actu-lee.