Author Topic: ctf_IceBeam  (Read 3217 times)

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Offline zakath

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ctf_IceBeam
« on: November 27, 2009, 08:24:39 am »
Latest Revision:
- Fixed fps
- Clarity on some colliding objects
- Changed texturing/shading
- Removed some lights/bg stuff

« Last Edit: June 09, 2010, 08:49:02 am by zakath »

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Offline As de Espada

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Re: ctf_IceBeam
« Reply #1 on: November 27, 2009, 07:18:25 pm »
did you try to make the lights with blanks? just like in htf_Desert
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Offline zakath

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Re: ctf_IceBeam
« Reply #2 on: November 28, 2009, 05:45:39 am »
did you try to make the lights with blanks? just like in htf_Desert
well I made something like that in the update for ruins however I didn't bother for icebeam as I didn't find them that important.

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Offline As de Espada

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Re: ctf_IceBeam
« Reply #3 on: November 28, 2009, 09:44:28 am »
I thought that was the main "icy feel" of the map.
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Offline zakath

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Re: ctf_IceBeam
« Reply #4 on: December 01, 2009, 01:31:35 pm »
Latest Revision:
- Added some "look" fixes from icebeam2
- readded the lights but once using bmps
http://www.soldatcustom.com/downloads/ctf_icebeam3.rar

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Offline Dusty

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Re: ctf_IceBeam
« Reply #5 on: April 23, 2010, 11:14:19 am »
I've found the lights around the map that are in front of the gostek very distracting while playing something more serious than public matches. I'd suggest you to remove most pieces of fade scenery that are set to front and have no other use than making the map look fancier. Same goes with every other default map, such as Cobra.

Offline zakath

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Re: ctf_IceBeam
« Reply #6 on: June 09, 2010, 08:49:31 am »
Updated version in first post.

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Offline Blacksheepboy

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Re: ctf_IceBeam
« Reply #7 on: June 09, 2010, 08:51:44 am »
Very nice, I'm liking revision.