Poll

Keep or remove these maps from the rotation?

geikdm5 - KEEP
5 (3.5%)
geikdm5 - REMOVE
14 (9.8%)
zethersra1 - KEEP
6 (4.2%)
zethersra1 - REMOVE
15 (10.5%)
stadium - KEEP
7 (4.9%)
stadium REMOVE
15 (10.5%)
zackwos - KEEP
9 (6.3%)
zackwos - REMOVE
10 (7%)
jabs - KEEP
7 (4.9%)
jabs - REMOVE
13 (9.1%)
ven_dm4 - KEEP
10 (7%)
ven_dm4 - REMOVE
9 (6.3%)
tltf - KEEP
10 (7%)
tltf - REMOVE
13 (9.1%)

Total Members Voted: 21

Author Topic: vote: railz map rotation changes  (Read 23436 times)

Offline VaeVictis

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Re: vote: railz map rotation changes
« Reply #60 on: April 03, 2011, 10:36:23 PM »
looks like a hundred other xatrix maps that are absolutely horrid :)
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Offline VaeVictis

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Re: vote: railz map rotation changes
« Reply #61 on: April 04, 2011, 01:03:30 AM »
At least your honest, I'm not sure you deem respect though.  :zzz:

oh yeah... cause i rape the railz server every time i join i dont get a say in the rotation... makes sense :) honestly it wont matter what the maps are, the same people will still win... its just instagib

BUT city maps always suck ass in quake... well... there is the rare exception, but it is quite rare :)
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Offline yahoo

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Re: vote: railz map rotation changes
« Reply #62 on: April 04, 2011, 01:14:18 AM »
looks like a hundred other xatrix maps that are absolutely horrid :)

is horrible?

is like cellphone games?
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Offline VaeVictis

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Re: vote: railz map rotation changes
« Reply #63 on: April 04, 2011, 02:19:00 AM »
looks like a hundred other xatrix maps that are absolutely horrid :)

is horrible?

is like cellphone games?

every city map ive ever played gets really fucking retarded really fast :/ long streets make for too easily railing, going inside buildings to break up the long streets ends up feeling really clunky cause the doors and hallways are always too small, and any room in a building the ceilings are too low... and if the mapper put in automatic doors, they always tend to suck ass... i mean the reasons to hate city maps out weigh the reasons to like them imo :/ there is an occasional good one... but they are few and far between
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Offline fdrjk

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Re: vote: railz map rotation changes
« Reply #64 on: April 04, 2011, 04:05:07 AM »
MYMAP XDOT -FD

 :evilking:
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kren.Z

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Re: vote: railz map rotation changes
« Reply #65 on: April 04, 2011, 05:08:04 AM »
bspView supports URL parameters. e.g.


http://krenz.tastyspleen.net/bsp/bspView.php?map=geikdm5.bsp
http://krenz.tastyspleen.net/bsp/bspView.php?map=stadium.bsp
http://krenz.tastyspleen.net/bsp/bspView.php?map=ehdeathpit.bsp


etc..

I've found a solution to the fixed camera origin by parsing the info_player_deathmatch spawn entities provided by each map. However, the coordinate system in bspView is still a bit skewed. Working on that....





http://krenz.tastyspleen.net [reload the page to disable loading from cache] for upcoming changelog.
« Last Edit: January 28, 2014, 01:40:18 PM by krenZ »
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Offline fdrjk

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« Last Edit: April 04, 2011, 11:54:04 AM by MCS_FaderJok0 »
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Offline Sgt. Dick

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Re: vote: railz map rotation changes
« Reply #67 on: April 04, 2011, 02:56:47 PM »
Vae has spoken.

No other discussion is required.  :dohdohdoh:
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Offline VaeVictis

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Re: vote: railz map rotation changes
« Reply #68 on: April 04, 2011, 08:16:31 PM »
Vae has spoken.

No other discussion is required.  :dohdohdoh:

thank you for contributing to my god complex  :lolsign:

your contribution shall be rewarded when i take over the world
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Offline fdrjk

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Re: vote: railz map rotation changes
« Reply #69 on: April 05, 2011, 03:57:20 AM »
Vae has spoken.

No other discussion is required.  :dohdohdoh:

thank you for contributing to my god complex  :lolsign:

your contribution shall be rewarded when i take over the world

YOU'LL HAVE TO GET BY ME FIRST.

 :grrrr: :grrrr:
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Offline ztev0

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Re: vote: railz map rotation changes
« Reply #70 on: June 10, 2011, 02:01:01 AM »
As far as i know after the 3 maps were removed, there were no maps chosen to replace them. can i suggest a few?

homers10
rene45
therails

maybe others can suggest some maps and put it to a vote?
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Offline Sgt. Dick

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Re: vote: railz map rotation changes
« Reply #71 on: June 10, 2011, 03:59:52 AM »
Worth trying out  :righteous:
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Offline Whirlingdervish

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Re: vote: railz map rotation changes
« Reply #72 on: June 10, 2011, 09:33:18 AM »
all of those are fun, but therails consistently screws up wallfly.

I dont think the client can handle the xian.wav that plays when someone shoots the fishy, and he lags/times out.
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Offline VaeVictis

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Re: vote: railz map rotation changes
« Reply #73 on: June 10, 2011, 12:38:07 PM »
all of those are fun, but therails consistently screws up wallfly.

I dont think the client can handle the xian.wav that plays when someone shoots the fishy, and he lags/times out.

hm... i didnt notice that much when i played it... maybe i just wasnt paying attention :)
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Offline Whirlingdervish

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Re: vote: railz map rotation changes
« Reply #74 on: June 10, 2011, 12:40:20 PM »
all of those are fun, but therails consistently screws up wallfly.

I dont think the client can handle the xian.wav that plays when someone shoots the fishy, and he lags/times out.

hm... i didnt notice that much when i played it... maybe i just wasnt paying attention :)

if you mymap it up and shoot the dopefish, within about 30 seconds wallfly spams some chars then discos
I haven't seen it happen in a while, but it used to be like clockwork
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