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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 06-22-2007, 03:11 PM   #961
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the 2 doors are decoration only, and the little room you talk about just go cap the flag and trop into the pit
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Old 06-22-2007, 03:12 PM   #962
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well point being there's no problems with those doors for me.
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Old 06-22-2007, 04:04 PM   #963
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weird, i can walk trough one of them becouse its collision box is rotated 90°, but i don't know why.
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Old 06-22-2007, 04:38 PM   #964
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lol then just put a player clip at it, wont really matter.
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Old 06-25-2007, 12:08 AM   #965
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Ok...I admit I'm not a mapper, or anything like that....but I know Badlands on the original TFC, and I know it rather well.

This version looks really well done....but I have a couple of issues with it. The little platform that goes up and down if you land on it from above... If you end up in the lowest area....there is no way out. The end of the one hallway is blocked off by a backward rock wall. Something you don't see until you are in the middle of it. Without the explosive barrels, you need some sort of way to suicide. I had to use nades.

Perhapse a call button to bring it down, or make the floor fatal, ala the pits in Rock2.

The other thing I have a minor problem with, is the upper flag chamber area. The hallway that comes down beside it is wide open on the top, leaving a very nice way for the O to get in. Also, there is no light fixtures hanging from the ceiling.....one of my favorite places to put an SG, or in the enemy base, a tele exit(I know...no teles in FF)....thing is, it's a usefull place to put things. Mainly because most people don't look there until it's too late.

One more thing about that area......Where does that hallway across from that upper walkway go to?

All in all, a very nice job on the map. I can't wait to see this map in action.
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Old 06-25-2007, 12:56 AM   #966
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Psst, Iggy. There is a command for suiciding called "kill". Just pop that sucker in your console instead of using nades.
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Old 06-25-2007, 02:50 AM   #967
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yea, what hawkeye said.

all the cool kids are using it nowadays

I even have it bound to a key in every game
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Old 06-25-2007, 04:30 PM   #968
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Quote:
Originally Posted by Hawk Eye
Psst, Iggy. There is a command for suiciding called "kill". Just pop that sucker in your console instead of using nades.
Yea but newer players arent gonna know it, and who wants to hear "heya guys, im stuck in a pit with no nades, can someone come and kill me " from new people who just wanna play and have fun.
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Old 06-25-2007, 04:38 PM   #969
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but then they'll just say what bingo and hawk eye just said .
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Old 06-25-2007, 04:50 PM   #970
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And then that person will be like "What's a console?" and than the "cool folks" will laugh or call that person stupid. And than that person is going to have to go search around the options menu to enable the console. Which will take a few seconds or minutes. And by that time the persons like...what if the game didn't have stupid pits you couldnt get out of? And than he'll quit and not tell his friends who will tell their friends. So that's like 100 people lost immediately from the mod right there.
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Old 06-25-2007, 05:00 PM   #971
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You don't understand. I am having a "difficulty" with console on Source games.

I am using a German keyboard, and the ~ key is a sub-character on the + key, which is brought to use by the "Alt Gr" key. In game, the Alt Gr somehow got defined to do something.

I'd like to bind the ^ key to be the Console key....but I don't know if that's possible. Reason? Because it's in the same place as the "~" key on American keyboards.

My late wife bought this keyboard when we went to Germany in 2005.

edit: Part of the difficulty in it, is that Source games seem to detect the keyboard settings, and somewhat adjust the layout for whichever keyboard you are using. HL1 games auto-assume that you have American. That's a rather annoying little adjustment to have to make.

Last edited by Iggy; 06-25-2007 at 05:12 PM.
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Old 06-25-2007, 05:17 PM   #972
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Quote:
Originally Posted by MikeQuist
And then that person will be like "What's a console?" and than the "cool folks" will laugh or call that person stupid. And than that person is going to have to go search around the options menu to enable the console. Which will take a few seconds or minutes. And by that time the persons like...what if the game didn't have stupid pits you couldnt get out of? And than he'll quit and not tell his friends who will tell their friends. So that's like 100 people lost immediately from the mod right there.
well idk, but i doubt stino will leave it a pit that you can't get out of.
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Old 06-25-2007, 05:31 PM   #973
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i wanna test this on the beta server.
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Old 06-25-2007, 06:24 PM   #974
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Quote:
Originally Posted by Beetle
well idk, but i doubt stino will leave it a pit that you can't get out of.
yea, im sure itl be removed or trigger_hurt
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Old 06-25-2007, 08:00 PM   #975
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Quote:
Originally Posted by mervaka
i wanna test this on the beta server.
I just created my own and did a run-through.
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Old 06-25-2007, 08:26 PM   #976
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Quote:
Originally Posted by Iggy
Ok...I admit I'm not a mapper, or anything like that....but I know Badlands on the original TFC, and I know it rather well.

This version looks really well done....but I have a couple of issues with it. The little platform that goes up and down if you land on it from above... If you end up in the lowest area....there is no way out. The end of the one hallway is blocked off by a backward rock wall. Something you don't see until you are in the middle of it. Without the explosive barrels, you need some sort of way to suicide. I had to use nades.

Perhapse a call button to bring it down, or make the floor fatal, ala the pits in Rock2.

The other thing I have a minor problem with, is the upper flag chamber area. The hallway that comes down beside it is wide open on the top, leaving a very nice way for the O to get in. Also, there is no light fixtures hanging from the ceiling.....one of my favorite places to put an SG, or in the enemy base, a tele exit(I know...no teles in FF)....thing is, it's a usefull place to put things. Mainly because most people don't look there until it's too late.

One more thing about that area......Where does that hallway across from that upper walkway go to?

All in all, a very nice job on the map. I can't wait to see this map in action.
that's actually what they call bugs if something isn't identical in the 2 bases, its most likely a bug, and if it is, that means that i didn't found it yet.

but the rockwall, due to some collision problems with displacements you can walk trough it at the right side

and how do you know that you can get stuck if you don't know where that hallway leads?

Last edited by stino; 06-25-2007 at 08:49 PM.
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Old 06-25-2007, 09:08 PM   #977
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Honestly, Stino, I hadn't checked both bases. I just auto-joined a team and went wandering around. I just wondered about that "dead end"(no pun intended....heh heh, yeah..right....)
The one above the upper flag chamber, though....I'm really curious about that one.

I'll have some time to look around more tonight, but seriously, dude....it's looking NICE!
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Old 06-25-2007, 09:11 PM   #978
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fun playtest today stino

nice map, im sure ul work out the bugs
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Old 09-11-2007, 06:00 PM   #979
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*bumb* any word on the progress of badlands?
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Old 09-14-2007, 10:34 AM   #980
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nop, not yet, i've found another mod that's fun, and most important, that's released, so i joined that team and created some maps for it.

But i'm sure i'll get this map released before the end of the year.
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