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 Post subject: Cp_Suburbs
PostPosted: Thu 28 Oct 2010, 16:33 
Super Mutant
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Joined: Mon 04 Oct 2010, 11:53
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THIS IS A BAD MAP, PLEASE CHECK OUT MY OTHER, BETTER MAPS
-Qwertybeef



My first map, Cp_Suburbs, Takes place in the suburbs, obviously, Best played as an Extraction, Can be played as Checkpoint and Battle. 3 Merc Spawns, 1 Rebel and 1 Scientist Spawn.

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Enjoy! :D
P.S. If any of you good effects people can tell me how to make Rain or smoke using the effects thing, It would be appreciated.
Edit: Thanks Fruct
Edit2:I just realized some areas that are death tiles, I will fix it and probably add rain, and then reupload it.
Update: Added Rain/Smoke, Removed Death tiles, Removed excessive lighting in some areas.
Attachment:
See Below


Last edited by Qwertybeef on Mon 29 Apr 2013, 18:31, edited 4 times in total.

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 Post subject: Re: Cp_Suburbs
PostPosted: Fri 29 Oct 2010, 00:23 
Mutant
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Joined: Thu 19 Aug 2010, 03:04
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Location: Tuymazy, Bashkortostan, Russia
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Rain
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 Post subject: Re: Cp_Suburbs
PostPosted: Mon 01 Nov 2010, 23:09 
Mutant
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Joined: Wed 27 May 2009, 20:11
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Location: QLD, Australia
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Just go to some of bence maps with the desired effects, go to the effects section and middle click on the effect icons so you can see the settings of them and just take screen shots of them using fraps or something.

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 Post subject: Re: Cp_Suburbs
PostPosted: Tue 02 Nov 2010, 18:14 
Super Mutant
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Joined: Wed 09 Dec 2009, 09:35
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Cp_Suburbs is way too dark man. I know that you were going for the dark scary thing, but it just doesn't work, it actually becomes just a hassle. The first thing I noticed was how many useless things there are. There's so much to jump on or crawl into but there is no reason to do so. Try making the alleys and houses give you an advantage, like a high place for sniping, something that will give someone reason to go everywhere in the map. As it is players are confined to the middle road because there is no reason to stray vary far from it. I'm sure if you polished the map a bit more it could be really good. Try making the quality of lighting better, right now they look like you just plopped them down without much thought. The houses are way too dark, half the time you hardly know where the walls are, let alone the actual exit. I like the concept but the execution isn't there. Work on it a bit more and I'd love to host it.

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 Post subject: Re: Cp_Suburbs
PostPosted: Wed 03 Nov 2010, 11:19 
Super Mutant
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Hehe, Its my first map. thanks for the criticism, Ill try to Brighten it up just a tad bit and add "something that will give someone reason to go everywhere in the map." :D

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 Post subject: Re: Cp_Suburbs
PostPosted: Wed 03 Nov 2010, 20:11 
Super Mutant
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That's good to hear. I really like the map design and idea, could definitely see this becoming an official map if you work hard enough on it. Keep up the good work.

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 Post subject: Re: Cp_Suburbs
PostPosted: Thu 04 Nov 2010, 09:32 
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Sure Will :P

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 Post subject: Re: Cp_Suburbs
PostPosted: Wed 01 Dec 2010, 18:55 
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Gah, Finally tweaked everything, Made it brighter, Added some sniper vantage points, some hideouts, and Added effects http://i52.tinypic.com/snmcl3.png


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File comment: Added all of them things, Tell me what else I need to add
cp_Suburbs.sub [161.78 KiB]
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 Post subject: Re: Cp_Suburbs
PostPosted: Wed 29 Dec 2010, 21:04 
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Now.. To make Fair checkpoints.....
Will Update when I can, I havent been on comp in a while..

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 Post subject: Re: Cp_Suburbs
PostPosted: Mon 09 May 2011, 02:26 
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I'll update my rotation soon. I'll let you know.

edit: My 420th post hehe :mrgreen:

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 Post subject: Re: Cp_Suburbs
PostPosted: Fri 03 Jun 2011, 11:45 
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gjkgs657g4647 wrote:
amount of Runescape goldnumerous generations of your wow power levelingindorse is manslaughter only cheap Runescape gold Buzhi Yu Han Saxist really cheap wow gold velar and a bar. Your series is a meg wow gold leafage base Lingbao wit, but .

^ Just bumped my map

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