Author Topic: Inf_PaperDuck2, with teleporters?!  (Read 1962 times)

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Offline Arbiter

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Inf_PaperDuck2, with teleporters?!
« on: January 18, 2008, 10:28:52 pm »
inf_PaperDuck2

By Arbiter
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Inf_PaperDuck2. Five teleporters, thus the large map size and poly count. FULLY waypointed, for alpha AND bravo, 'cept alpha can't cap >_> So fecking cool, I'll attach two demos to make up for the crappy OV.


(^Click To Enlarge^)

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This Map Is Hosted By The Mapping Showcase

I'll be attaching the demos on alpha and bravo. As said, it is FULLY waypointed, so you can add ten sniper bots on alpha and 6 on bravo and watch the relative chaos. If you want it faster, disable ruger and baz and crank the skillz to impossible.
« Last Edit: January 18, 2008, 10:31:09 pm by Arbiter »

"Why beat kids when you can beat women?" - Espadon
"markin marknousky wont kno what hit him!" - Some loser.
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Offline Iq Unlimited

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Re: Inf_PaperDuck2, with teleporters?!
« Reply #1 on: January 18, 2008, 11:39:05 pm »
...why did you waypoint a duckhunt map?

EDIT: dont make the houses on top of the platforms solid, they just get in the way for the ducks and make it almost impossible to get through quickly and it makes bravo so easy that theres almost NO way to cap...period. Remove the houses on top of the platforms and add...maybe one more and it would be ok...
« Last Edit: January 18, 2008, 11:45:41 pm by Iq Unlimited »

Offline Arbiter

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Re: Inf_PaperDuck2, with teleporters?!
« Reply #2 on: January 19, 2008, 01:48:37 am »
I'll just remove the ones at the top.. Don't think I'll be adding for the bottom ones, it'd just add another 249 poly count.

Date Posted: January 19, 2008, 02:19:44 pm
Updated.

"Why beat kids when you can beat women?" - Espadon
"markin marknousky wont kno what hit him!" - Some loser.
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