Author Topic: inf_Beserkers [3rd Final Release]  (Read 8131 times)

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Offline Blacksheepboy

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inf_Beserkers [3rd Final Release]
« on: June 06, 2007, 10:44:35 pm »
Berserkers [3rd Final Release]

Berserk: "An ancient Norse warrior who fought with frenzied rage in battle, possibly induced by eating hallucinogenic mushrooms."

Thought that would be interesting to read... ;)

For the moment, berserkers shall be the title of this map. If that title has ever before been used, my apologies. I intend to change in the name in due time as the name is not quite appropriate.

Some history...The idea had come to me to make a fortress that would be hard to penetrate so that it would give the bravo team the stronger advantage therefore making defending more fun. Also, I thought while in the middle of creating it that the base was too small to be fun, so I added the tower and placed the flag up top. Also the tower would serve as a place to snipe. Now, in order to make it so that alpha wasn't insta-killed, I would have ruins and other debri blocking bullets. Sounded like a good idea to me so this is what I've come up with so far.

The texture is one I got a long time ago off of some texture website, and I thought it looked interesting so I threw it into Soldat. I am not quite sure how to make the textures have edges so if someone could hint on how to do that, it would be most convenient.

The current version would be 1.0:


Screenshots [Beta I]:
[Overview] - [Tower]

Screenshots [Beta II]: [Overview] - [Tower] - [Canyon]

Screenshots [1st Final Release]: [overview] - [tower] - [canyon] - [island]

Screenshots [2nd Final Release]: [overview] - [tower and caves] - [right alpha spawn] - [island]


Credits: To the people whos texture and sceneries I used. Note: I did edit the water a bit to suit my needs a little better.

Downloads for version 1.0:

ZIP File format
« Last Edit: February 13, 2008, 02:49:27 am by Blacksheepboy »

Offline iDante

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Re: inf_Beserker
« Reply #1 on: June 06, 2007, 11:20:46 pm »
An interesting concept, but lack of scenery ruins it. I would say:
  • The tower needs a background, more lighting effects, and basically more detail. Also a lot of the walls are pretty thin making it... not fun.
  • The area outside needs an entirely different mood than the tower. Make it maybe like a jungle or something, just shade it differently and add more scenery.
  • The area outside is a bit short too, make it longer (outwards) and then it will be a little more professional looking.

Offline Blacksheepboy

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Re: inf_Beserker
« Reply #2 on: June 06, 2007, 11:36:35 pm »
Yup cool. I've been looking at backgrounds for the tower but none seem to suit me. I'll deal with that though. How do the thin walls make it "not fun." I would understand walls thinner than thus, but...humm, explain yourself.

Cool, I named a few moods but couldn't decide on which. I probably will end up doing beaches, but...humm. I suppose a forest outside would be decent. Just a deciduous forest will do.

Ah yes, I do plan on extending it and adding some ruins.

Anyways, thanks for the constructive criticism. You ought to download it since it is semi-waypointed. Even though it's incredibly simply at this stage, it's still quite fun to play against the bots. I suppose if you downloaded and tested everyone's maps though, you would never have much else to do so do as you please.

Offline iDante

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Re: inf_Beserker
« Reply #3 on: June 06, 2007, 11:51:48 pm »
Yes I just dl'd it and checked it out. Bots got stuck a lot for me :P

How do the thin walls make it "not fun." I would understand walls thinner than thus, but...humm, explain yourself.
Thin walls typically just feel wrong to play on. They can lead to bugs, they are ugly, and overall just a pain. I think inf_castle is a good example. it sucks.
Just thicken a few of the main outside walls and you'll be fine. Not even that much, just enough to make it feel better. (when I play this my conscience is shouting KZ MAP)

Offline Laser Guy

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Re: inf_Beserker
« Reply #4 on: June 07, 2007, 02:02:08 am »
Needs more shading and scenery, but the concept is gd! I guess Wraithlike should see this.
Text goes here...

Offline wedding

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Re: inf_Beserker
« Reply #5 on: June 07, 2007, 06:26:22 am »
I like the tower but it is a bit too high for my taste...Also use a multitexture to make the ground different to the tower texture!...I think the map has got potencial!
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Offline Red Neck

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Re: inf_Beserker
« Reply #6 on: June 07, 2007, 08:22:19 am »
i like the concept, but it will look even better with a multi texture for the ground(as said above), and some sceneries, also are you doing beach on one side and forest on the other? good map i will download it when its done

Offline Leo

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Re: inf_Beserker
« Reply #7 on: June 07, 2007, 02:40:01 pm »
I don't know how it plays but but... looks like a gigantic penis  :o

Offline Eagles_Arrows

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Re: inf_Beserker
« Reply #8 on: June 07, 2007, 03:15:11 pm »
penis

Leo :)

Are you still working on this?  It looks unfinished.
The map is too small, imo.  Bravos will be shoved around with enemy m79ers and whatnot.
I also lol'd at the fact that there's not much of a difference between the overview image and the tower image.

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Offline Blacksheepboy

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Re: inf_Beserker
« Reply #9 on: June 07, 2007, 05:36:41 pm »
Are you still working on this?  It looks unfinished.
The map is too small, imo.  Bravos will be shoved around with enemy m79ers and whatnot.
I also lol'd at the fact that there's not much of a difference between the overview image and the tower image.

Yeah, still working on this.

I suggest playing this with the m79s disabled as I do see that as annoying. Yes, the map is small. As I am not quite done, I will be extending both ends and shall be adding more to it.

I noticed that too ;).

[edit]

Yes, I will multitexture but since I'm being picky...I can't find a good multitexture that will work nice. I need a lighter building-like stone up top, some decent grass that's fine (not bid ol' blades of grass in it), and the light sand being on bottom. If anyone could just point me to singular textures that fit these descriptions or something close, then I'd multi-texturize it myself.
« Last Edit: June 07, 2007, 07:18:16 pm by Blacksheepboy »

Offline wedding

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Re: inf_Beserker
« Reply #10 on: June 08, 2007, 03:33:44 am »
Quote
I can't find a good multitexture that will work nice.

Ehm, u mustn´t search a good multitexture u can also make one urself...
You can make a multitexture with "Gimp", "Photoshop" or with "Paintshop pro"!
Or you can make a multitextre with this Texture-editor...BTW: I had this editor on my old computer but this fuckin computer was broken and old so i haven´t got it anymore...Maybe someone can send it to you...I think anyone of them got this editor! But u also can google it...Maybe u´ll find it.

GRTZ:

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Offline Blacksheepboy

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Re: inf_Beserker
« Reply #11 on: June 08, 2007, 11:49:28 am »
Read the bottom of my post :-\.

Quote
If anyone could just point me to singular textures that fit these descriptions or something close, then I'd multi-texturize it myself.

In other words, I could put them together into one texture. I just can't really find single textures...
« Last Edit: June 08, 2007, 11:51:08 am by Blacksheepboy »

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Re: inf_Beserker
« Reply #12 on: June 09, 2007, 05:15:03 pm »
The tower needs a background and also some boundaries, such as the ones in "inf_Fortress" at the end of both sides.  This map will have some good game-play.

Offline wedding

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Re: inf_Beserker
« Reply #13 on: June 09, 2007, 07:00:49 pm »
Read the bottom of my post :-\.

Quote
If anyone could just point me to singular textures that fit these descriptions or something close, then I'd multi-texturize it myself.

In other words, I could put them together into one texture. I just can't really find single textures...

KK, sry dude i was too lazy to read the whole text!
Sex is like Hacking.You get in, you get out,then you hope that you didn't leave something behind that can be traced back to you.

Offline Blacksheepboy

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Beta II Release Announcement
« Reply #14 on: June 13, 2007, 07:34:31 pm »
Version 0.75: [still in] Beta I

Woopdy doo. New version for the win. Instead of being version .75
or .9 or whatever it was, now it's officially version 0.8. Thought I'd say that to let you
all know that I am still working on this and...off topic but I'm still working
on that Shrine map too...not that too many people saw that.

No new releases.

Date Posted: June 11, 2007, 11:39:41 PM
Version 0.85: Beta II

I like to do my maps in steps...I usually don't like waiting until being completely finished to release something [with some exceptions]. Just kinda noticed that :).

Changes and Updates:

  • New texture
  • New additions and changes to base [walls slightly thicker now]
  • Added small lake and canyon
  • Obviously messed around some more with the shading
  • Added an odd sort of defence to the left of the base. That will change in the long run.

Release of new version and screenshots will be done shortly (still need to upload everything.... :-\).
« Last Edit: June 13, 2007, 07:41:07 pm by Blacksheepboy »

Offline wedding

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Re: inf_Beserkers [in beta II]
« Reply #15 on: June 14, 2007, 05:12:27 am »
DAMN!! It looks very NICE!!!...Great job, and keep up workin on this map!!
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Offline Red Neck

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Re: inf_Beserkers [in beta II]
« Reply #16 on: June 14, 2007, 08:03:26 am »
that looks awesome compared to your first beta release, cant wait for it to be done ;D

Offline Eagles_Arrows

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Re: inf_Beserkers [in beta II]
« Reply #17 on: June 14, 2007, 08:33:42 am »
Nice update.

A couple of suggestions, though:
- Give the sky more clouds.  It would help with the overall atmosphere.  Study the way VirtualTT places his clouds.
- I spotted some texturing flaws in the canyon, which makes the map look weird.  Click.  Are you going to fix these?

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Re: inf_Beserkers [in beta II]
« Reply #18 on: June 14, 2007, 11:17:11 am »
You added a lot of improvements and you did them nicely.  The texture now better fits the map and it has a nice use of colors.  Keep working on it and it may better than it already is.

Offline Blacksheepboy

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Re: inf_Beserkers [1st Final Release]
« Reply #19 on: June 16, 2007, 11:44:23 pm »
Version 0.95: 1st Final Release

Phew, that was a long marathon of map making...

Yay, finally an almost-complete complete looking version of this map! [it lacks waypointing...kinda] By the way...on the topic of waypointing...I don't know really where to start and how. Make blue stay in the same general place, but red? Pssh, it's beyond me at the moment. I need ideas. Give me some.

Updates from 0.85 to current:

  • Added a cave connected to the canyon leading out
  • Added lotsa new scenery
  • Finished the "island" to left
  • Some shading changes
  • Added new building to left of tower
  • More was done, see for yourself :P

Screenshots will be/have been added to the first post. View them for your pleasure. The download will be/has been added to the first post. Download for your pleasure. I have made sure to make one file-type zip and one rar. 

By the way, if this is missing any scenery, please let me know right away [pming me these problems would be prefered].

This map version is lacking waypointing as said in above paragraphs so don't expect alpha team to do anything. Bravo team might...just depends. Post your worries, complaints, critiques, and comments and they will be much appreciated. Thanks.

Offline iDante

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Re: inf_Beserkers [1st Final Release]
« Reply #20 on: June 16, 2007, 11:48:18 pm »
very nice. I like the shape, structure, the whole map. However it seems now more like a visual excersize more than an actual map. I mean, the layout needs work. I don't know how to make it better but it needs it.

Offline Blacksheepboy

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Re: inf_Beserkers [1st Final Release]
« Reply #21 on: June 17, 2007, 12:21:30 am »
very nice. I like the shape, structure, the whole map. However it seems now more like a visual excersize more than an actual map. I mean, the layout needs work. I don't know how to make it better but it needs it.

Dur crap...your right. That canyon doesn't make too much sense...and just buggers up gameplay I'm sure. There could be more done to the lake so that you don't have to just jet over it...etc. Good point :-\.

I guess I was aiming more towards looks without knowledge until you mentioned it...and I didn't playtest it very often to get a feel for things.

Maybe it more paths, or ways to the flag? Getting up to the flag is kinda annoying...the tower and steps itself, meh.

[edit]

Lol, with the gameplay now and so few paths to take, it's more like deathmatch. Maybe, a path [cave] from somewhere leading to a hole in the middle of the floor of the base, how does that sound?
« Last Edit: June 17, 2007, 01:26:02 am by Blacksheepboy »

Offline wedding

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Re: inf_Beserkers [1st Final Release]
« Reply #22 on: June 17, 2007, 05:44:13 am »
Nice map dude...I love the layout...But i think the map is a bit too big for my taste...Nevertheless, great job!!
Sex is like Hacking.You get in, you get out,then you hope that you didn't leave something behind that can be traced back to you.

Offline Blacksheepboy

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Version 0.99 Announcement
« Reply #23 on: June 17, 2007, 10:23:01 pm »
Version 0.99: 2nd Final Release

Alright, after another mapping marathon today, this is what I came up with [*everyone views new the screenshots on the first post*].

Updates from version 0.95 to 0.99:

  • Added caves underneath base; helps with infiltration
  • Added two jump pads for alpha for quicker traveling (right one helps for a surprise attack)
  • Even more scenery additions: now the total is 289 sceneries
  • Changed spawn points up a bit
  • Bottom of base (tower) has a few changes

Well, now even closer to the finished version. I believe all it needs is waypoints...please, when you comment, post your views on the playability as well (gameplay), what you think the issues are, what you don't like, and of course, what you like ;). All are appreciated, and I do take them into consideration when/if I update.
« Last Edit: June 21, 2007, 03:45:34 pm by Blacksheepboy »

Offline -Skykanden-

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Re: inf_Beserkers [2nd Final Release]
« Reply #24 on: June 18, 2007, 01:09:25 am »
Wow man!

i love that map, its awesome

Offline fireblade212

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Re: inf_Beserkers [2nd Final Release]
« Reply #25 on: June 18, 2007, 06:15:32 am »
yea, cant wiat for it to be done
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Offline wedding

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Re: inf_Beserkers [2nd Final Release]
« Reply #26 on: June 18, 2007, 07:35:44 am »
It becomes more and more beautiful...Wonderful map!! Keep up workin!
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Offline Red Neck

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Re: inf_Beserkers [2nd Final Release]
« Reply #27 on: June 18, 2007, 09:57:42 am »
wow thats beautiful, hope it gets put in a server, good job

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Re: inf_Beserkers [2nd Final Release]
« Reply #28 on: June 18, 2007, 11:09:26 am »
Just pure genius.  You need to add this amount of work effort into all of your maps.  With a lot of work effect, you were able to come out with an incredible map.  I absolutely love it now.  It has amazing shading, the scenery placement is perfect.  I definitely reconmend playing on this map.

Date Posted: June 18, 2007, 12:07:01 PM
Also, for my map-pack of the best 50 Soldat maps, this map deserves a spot in it. ;)

Offline Blacksheepboy

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Re: inf_Beserkers [2nd Final Release]
« Reply #29 on: June 18, 2007, 10:17:59 pm »
Wow, I never expected to recieve a comment like that. Thanks.

Well, onto that mapmaking again, anyone have any tips as to how I should/could waypoint this? I'm assuming that red [starting from the left] would either take the underwater path or the above path. The thing that I am not quite sure of yet is what to do with the red on the right. Since the red flag has two spawns [although the map always favors the left one], one being the right canyon, should I make red spawn in the canyon and above, or just above?

Anyways, how should I waypoint the right side of red. With the way things are set up now [red only spawning in the top area of the canyon], I could have the red drop down into the canyon to traverse the cave up to the tower as one path, and then the direct path straight into the tower. Also, another path could be to take the launch pad straight to the tower as air assault.

Blue waypointing would be easily done... Now the part I can't quite get done. The waypointing for red in the tower, how to get into the tower and out. I can't quite manouver the soldats around the tight corners and up without there being problems, them getting stuck and such. I could do my best to fix the tight bends in getting up the tower, but even then, I would still botch up the waypointing.

Soo, any help?

I could always leave this waypoint-free, but what's the fun in that.
« Last Edit: June 18, 2007, 10:20:51 pm by Blacksheepboy »

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Re: inf_Beserkers [2nd Final Release]
« Reply #30 on: June 19, 2007, 12:12:48 am »
You may ask Keron Cyst to waypoint this map.

Offline wedding

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Re: inf_Beserkers [2nd Final Release]
« Reply #31 on: June 19, 2007, 04:59:33 am »
You may ask Keron Cyst to waypoint this map.

Ohhh...That could be a hard job for him
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Offline Red Neck

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Re: inf_Beserkers [2nd Final Release]
« Reply #32 on: June 19, 2007, 10:08:10 am »
a challenge for the waypoint master i think it fits just fine wedding :D

Offline Blacksheepboy

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Version 1.0 Announcement
« Reply #33 on: June 21, 2007, 03:38:14 pm »
Humm, I could ask him. I was testing out waypoints yesterday and it just reminded me off how bad I waypoint. I can't believe I waypointed that one desertish map of mine successfully...that was the only thing that made that map fun and it had lotsa jumps and such. That was when I didn't really understand what went behind waypointing, and now that I do, I can't waypoint for the life of me :-.

I'll study up a bit on Keron's stickies about waypointing first. Then if I still can't do anything about it, I'll ask for his help.

Date Posted: June 19, 2007, 04:30:39 PM
Version 1.0 Announcement

Updates as of now:

  • Changed polygon placement a little bit to make waypoints more efficient
  • Paths leading to flag capture almost complete
  • Fixed a bit of scenery [not too noticeable though]

Alright, waypointing under way. I just wanted to announce that I will release version 1.0 [with waypoints] sometime soon. It'll take me about...a day more of testing, editing and changing around. I basically have the paths set up for red to capture the bravo flag but there are still a lot of problems with it. I will also add new spawns and might make it so that the alpha flag return is only the left side of the map. Maybe, maybe not.


No new releases.
« Last Edit: June 21, 2007, 03:42:58 pm by Blacksheepboy »

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Re: inf_Beserkers [2nd Final Release]
« Reply #34 on: June 21, 2007, 11:45:03 pm »
When will this map be completely finished and have its final release?

Offline Blacksheepboy

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Re: inf_Beserkers [2nd Final Release]
« Reply #35 on: June 23, 2007, 04:04:13 pm »
Umm, sorry if so many updates messes up with "wrong map version" etc... [if this is/or ever will be hosted].

I don't quite know when I will have this completely finished. I've had some pretty big setbacks with waypointing and am a little busy at the moment with other business :-\.

News on this map: I have been testing this map, and either because of the waypointing, or the way the map is made, I might release a death match and ctf version of this. Infiltration isn't really working too good at the moment and isn't turning out like I thought it would originally. What do you guys think about having a death match and ctf version? *sigh*...I dunno what to do with this :-\. I'll just strive to finish up the waypointing and might just leave it at that.

Other stuff: I might attempt to start up a temporary server just hosting my maps as a sort of test server :). Since I don't know really where or how to start with that though...I don't know if that will happen anytime soon.

Misc: How do you guys like it the way it is (even though it has no waypoints)? Do you like how the infiltration is (the paths n' all)?
« Last Edit: June 23, 2007, 06:06:10 pm by Blacksheepboy »

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Re: inf_Beserkers [2nd Final Release]
« Reply #36 on: June 23, 2007, 04:23:24 pm »
Do not turn this map into Capture the Flag or Deathmatch.  You'd ruin it.  It is best the way it already is.

Offline Blacksheepboy

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Version 1.0 Announcement [rough draft]
« Reply #37 on: June 23, 2007, 05:22:36 pm »
Alright, good that clears things up. Matter of fact, I just finished the rough draft for the waypoints. No new screenshots but time to upload new version! Wewt! The waypoints are semi-efficient. Bots don't get stuck too often. Alpha does capture the flag and will return although if there is a lot of combat, that suspends their abilities to follow the waypoints given, therefore they get lost and screw up [on occasion]. Gonna repost it here...

Thanks for your feedback. I was seriously thinking of changing things around, but now that I look at it, I have decided rather not to.

Date Posted: June 23, 2007, 04:09:23 PM
Version 1.0: 3rd Final Release
[rough draft, kinda]

As said in the above post, semi-decent waypoints have been implemented. It took a little bit and I did have several setbacks [was busy, now I'm not].

Updates from version 0.99 to 1.0:

  • Added waypoints that work (alpha will capture the flag and return it now)
  • Changed a bit of polygon placement, not much
  • Fixed a few texture stretching odities
  • Fixed a few scenery things

That's about it. There will be a new release for this map version in the first post. From now on, if anything changes in the map, it will either be fixing waypointing flaws, and possibly changing the clouds up a bit... Otherwise, work is slowly coming to an end.

Thank you all for your comments and critiques. They helped a good deal with making this map, and it would have been hard without them.

Offline fireblade212

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Re: inf_Beserkers [3rd Final Release]
« Reply #38 on: June 23, 2007, 09:00:54 pm »
i was about to post "3rd release? i see no improvements in map"

till i read there went much "major" improvments to be noticed, but nice work
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Offline Xxypher

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Re: inf_Beserkers [3rd Final Release]
« Reply #39 on: June 24, 2007, 03:14:05 am »
This map is great!
I recommend it!
One of the best and highly detailed maps I have seen!

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Re: inf_Beserkers [3rd Final Release]
« Reply #40 on: June 24, 2007, 03:18:53 am »
It was about time for this map to be finished.  I can now download it and add it to my map collection.

Offline Blacksheepboy

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Re: inf_Beserkers [3rd Final Release]
« Reply #41 on: June 24, 2007, 12:12:30 pm »
Er, well I suggest one thing. Test out the waypoints just by playing it a bit. Tell me what you think about the bots and their mobility etc. If it's kinda craplike, then I'll adjust them some and/or do a few other things to improve it.

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Re: inf_Beserkers [3rd Final Release]
« Reply #42 on: June 24, 2007, 01:55:03 pm »
I'll go test them out then.

Offline Blacksheepboy

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Re: inf_Beserkers [3rd Final Release]
« Reply #43 on: June 24, 2007, 03:51:28 pm »
Cool thanks :)

This map kind of looks like the calm before the storm, like there is about to be a hurricane or somethin. I just noticed that when I viewed the latest screenshots again.
« Last Edit: June 27, 2007, 12:59:35 pm by Blacksheepboy »

Offline Shadow G-Unit

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Re: inf_Beserkers [3rd Final Release]
« Reply #44 on: June 25, 2007, 09:05:05 am »
That is amazing!!! Keep up the great work. 20/10 :)


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Offline NinjaGimp369

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Re: inf_Beserkers [3rd Final Release]
« Reply #45 on: June 29, 2007, 10:17:37 am »
Yeah, that is pretty damn awesome. Nice work!
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Offline SpiltCoffee

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Re: inf_Beserkers [3rd Final Release]
« Reply #46 on: July 07, 2007, 04:14:15 am »
Could not find scenery: .\SCENERY-GFX\monladder.png

Other than that, nice map.
When life hands you High Fructose Corn Syrup, Citric Acid, Ascorbic Acid, Maltodextrin, Sodium Acid Pyrophosphate,
Magnesium Oxide, Calcium Fumarate, Yellow 5, Tocopherol and Less Than 2% Natural Flavour... make Lemonade!

Offline Blacksheepboy

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Re: inf_Beserkers [3rd Final Release]
« Reply #47 on: July 07, 2007, 04:36:06 am »
Hmm, guess I packed the wrong ladder...here's the quick-fix.

Offline SpiltCoffee

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Re: inf_Beserkers [3rd Final Release]
« Reply #48 on: July 07, 2007, 10:19:02 am »
Thanks, mate.

I hope you can get this map, or maybe another map you might end up making, into Soldat's default infiltration list.

I mean, 6 INF maps to like, how many HTF maps? 16? And infiltration has been around longer, so... I just want more infiltration maps to play on.
When life hands you High Fructose Corn Syrup, Citric Acid, Ascorbic Acid, Maltodextrin, Sodium Acid Pyrophosphate,
Magnesium Oxide, Calcium Fumarate, Yellow 5, Tocopherol and Less Than 2% Natural Flavour... make Lemonade!