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My take on U2, q2duel1, levels and tltf.
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Topic: My take on U2, q2duel1, levels and tltf. (Read 1988 times)
Fryziu
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My take on U2, q2duel1, levels and tltf.
«
on:
August 05, 2017, 01:30:33 AM »
My versions of old maps (mixed by...)
Just type in console:
connect railgun.pl
then type
vote
to change map
(...)
Issue - very slow download, you need to be patient.
Original version of Q2 is very slow in this regard, and my linux server has it too, i don't know how to fix it (for now).
(...)
All maps are made for Railgun play, so you have a Rail from the start (if you like it or not...)
I have to tinker with max armor and max health, what we have now is pre-alpha version
(...)
U2 - 2 teleports instead of one, game is putting pressure on acquiring a Quad.
Traditionally in rail-only, one shot = one frag, here you can survive and try to reply with fire
One ho takes the quad has an advantage, and whole battle is for this advantage to take.
(...)
Tltf - now called nol, lots of differences, tricky teleports (try them from both sides),
some triggers to recognize (you have to be smart with timing
and to be honest - unfinisched. When i try to put more "neccesary" stuff on the map, i get buffer_overflow
(...)
q2duel1 - not much change, it's just little reorganized
(...)
levels - in 3 versions
almost vanilla, just with a missing armor in the center and health in corners, to give you reason for jumping high
Very different - CTF ready, with a lof of changes (jump outside the map and stuff happens)
Very different and slippery (someone asked me for this, so i've made it)
(...)
Other maps in the pipeline, other ideas in the mind...
Cannot wait for your constructive critique.
Thank you for your coop.
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My take on U2, q2duel1, levels and tltf.
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