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de_shipdocks | Improving from fy_shipdocks
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James
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PostPosted: Thu Feb 17, 2005 7:49 pm    Post subject: de_shipdocks | Improving from fy_shipdocks Reply with quote

If you've played the betas of shipdocks then you'll understand this. Basically I think it should be like shipdocks, but there is an underground area with a lift going into it, and you can also go round some of the hills and to the warehouse.
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Michaelz
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PostPosted: Thu Feb 17, 2005 8:04 pm    Post subject: Reply with quote

I don't think thats a good idea because it'll jus make it too complicated and too big which may takes ages to end a game.
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James
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PostPosted: Thu Feb 17, 2005 8:07 pm    Post subject: Reply with quote

Well most de_ maps are big.
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Michaelz
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PostPosted: Thu Feb 17, 2005 8:11 pm    Post subject: Reply with quote

well your map is kinda big as it has the entire sea thingy but...i dunno its up to u really...
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James
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PostPosted: Thu Feb 17, 2005 8:13 pm    Post subject: Reply with quote

Noo, people won't be able to go into the sea. It will be the area you can already go into, maybe slightly extended, undergound passages and some of the hills in the background. The sea would be too much.
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darkmonkey
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PostPosted: Thu Feb 17, 2005 9:20 pm    Post subject: Re: Improving from fy_shipdocks Reply with quote

James wrote:
Basically I think it should be like shipdocks, but there is an underground area with a lift going into it, and you can also go round some of the hills and to the warehouse.


My idea >_<

Anyway, yes. That's what I think. Also, make the lighting better in the warehouse bit, as the CTs (You, mainly) camp there and shoot people, and it's hard to see them.
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James
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PostPosted: Thu Feb 17, 2005 9:21 pm    Post subject: Reply with quote

I went there once and was trying to show off the dynamic lighting by shooting the lights but no one was looking Razz. That can be where the tunnel to underground is.
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darkmonkey
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PostPosted: Fri Feb 18, 2005 9:29 am    Post subject: Reply with quote

Ok, cool.

Another idea..have the T places split up..so there are half the T's at point X, then the other half underground at Y. Do the same for the CTs Very Happy
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Michaelz
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PostPosted: Fri Feb 18, 2005 10:06 am    Post subject: Reply with quote

James wrote:
Noo, people won't be able to go into the sea. It will be the area you can already go into, maybe slightly extended, undergound passages and some of the hills in the background. The sea would be too much.


Shoulda told em earlier, fine ok but are u going to put an invisible wall to prevent u from going into the sea?
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James
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PostPosted: Fri Feb 18, 2005 2:06 pm    Post subject: Reply with quote

Maybe, or I might let them go into a little part of the sea, with a barrier of rocks or something to stop people from going out too far.
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thamkeng
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PostPosted: Fri Feb 18, 2005 2:08 pm    Post subject: Reply with quote

I still think you should be able to go onto the boats.... And have you changed that damn buyzone yet?
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James
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PostPosted: Fri Feb 18, 2005 2:09 pm    Post subject: Reply with quote

Yeah you will still be able to go on the boats. And the buyzone was just a small bug - that's been fixed Razz
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darkmonkey
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PostPosted: Fri Feb 18, 2005 2:45 pm    Post subject: Reply with quote

w00teh. The worst thing is having invisible boundries..such as in compound_finished, and b1+b2 of shipdocks. It just looks poor.
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Pacific
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PostPosted: Sat Feb 19, 2005 9:09 am    Post subject: Reply with quote

yeah goin on the boots is a good idea, undergroundand hills are not Razz , they will make it to big.
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James
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PostPosted: Sat Feb 19, 2005 10:31 am    Post subject: Reply with quote

It won''t make it too big. Maps like aztec, dust and office are huge cmpared to shipdocks. At the moment you can already go to the ships, and you can get from the CT spawn to the T spawn in about 7 seconds. It definetly needs to be bigger to work as a proper de_ map.
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