Author Topic: Progress: Rome2  (Read 6592 times)

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
Progress: Rome2
« on: July 10, 2012, 07:25:36 PM »
Here...

TELL ME WHAT YOU THINK!
I don't give a crap about texture misalignments at the moment. OKAY?> Anyway, I got Pimp's 'OKAY' to do this a long time ago.

SUGGEST STUFF.

http://www.speedyshare.com/B7cBz/rome2-100712.bsp

http://speedy.sh/Kpctw/rome2-160912.bsp
« Last Edit: September 28, 2012, 08:55:11 PM by Rick »

RoBiNandL!nk

  • Autococker
  • Posts: 571
LETS SEE IT.

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
intercourse da haters.

ANYWAY DOWNLOAD IT. Screenshots don't work because of it's pure awesomeness.

Cameron

  • Global Moderator
  • Autococker
  • Posts: 2686
sshots or you aint following the rules female dog.

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
Don't troll me bro

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Looks ok for a first version of a half done map ;)

You should just try to make it not too much opened and not too complicated to avoid high r_speeds or lags.

A few screenshots with stuff I noticed while looking at the map (without texture alignments, datails, etc.)

RoBiNandL!nk

  • Autococker
  • Posts: 571
i dont like it =\

--modify for suggestiongs.

I Think it is way too crazy, there are too many things trying to happen at one time. If I where you i would just use the ideas from rome and not complex them and just make it rome but in a different layout.
« Last Edit: July 11, 2012, 05:01:45 PM by RoBiNandL!nk »

Narga

  • 68 Carbine
  • Posts: 401
Does it have jail spawns?

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
Just fyi, this was made like a year ago. Just wanted to see if it had any interest in being finished. just trying to make something that isn't just a bunch of hills, or huge bridges or any of that excrement.

Gold_Leader

  • VM-68
  • Posts: 110
ORLY

Narga

  • 68 Carbine
  • Posts: 401
1. I got a missing texture error message.

2. What game mode(s) does this map support? I set it to CTF and there's a flag spawn that's right on top of a base, so I can get over 9,000 flag caps just by standing on the flag. The map literally ended in just a few seconds.

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
can this be deleted. thanks
LOL! Sorry it's not good enough for you, I'll add some ice somewhere just for you. Oh, and some tele to capssss.

@Narga, You do realise this is half a map, meaning, it doesn't support any game modes at the moment. I'm not sure if you're new or what, but you seem a little retarded.


Anyway, started to add a sewer. Check 'er out.

http://speedy.sh/4SeG7/rome2-240712.bsp

Narga

  • 68 Carbine
  • Posts: 401
@Narga, You do realise this is half a map, meaning, it doesn't support any game modes at the moment.

If it's not finished then should it have beta extensions to the file name?

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Yes. It looks like Rick's beta extension is the compile date. We can differ the versions and no server has different mapfiles with the same name, so it is ok.


Edit: I had a look at the new version now. It looks nice with these much details.
« Last Edit: July 25, 2012, 11:29:43 AM by T3RR0R15T »

blaa

  • Autococker
  • Posts: 1218
 I don't like the clip brush near the 2nd flag under the bridge thing. I want to go into that tunnel.

Cameron

  • Global Moderator
  • Autococker
  • Posts: 2686
Anyway, started to add a sewer. Check 'er out.
sshot.

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
Re: Progress: Rome2
« Reply #16 on: September 26, 2012, 09:38:10 PM »
Haven't done anything basically. Don't have much time to do anything :P

http://speedy.sh/Kpctw/rome2-160912.bsp

cusoman

  • Autococker
  • Posts: 524
Re: Progress: Rome2
« Reply #17 on: September 28, 2012, 05:34:13 PM »
The sewer looks sick, and the general destroyed look is really developing well :D

Can't wait to see this all cleaned up (or more unclean?) and finished.  Progress seems to be steady ^^

Map Maor Now.

- Cusoman

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
Re: Progress: Rome2
« Reply #18 on: September 28, 2012, 08:55:54 PM »
Some screeniess attached to first post.

deadfroggy

  • Autococker
  • Posts: 562
Re: Progress: Rome2
« Reply #19 on: September 28, 2012, 09:23:50 PM »
can you give us the water_rick.png? and the rick_city1.png