Search found 4 matches
- Wed Jan 08, 2014 3:59 am
- Forum: Final
- Topic: ut4_dogleg
- Replies: 6
- Views: 30872
Re: ut4_dogleg
Well I really screwed the pooch with the red spawn point half in a wall with RC2. It was an easy fix but led to several other small fixes, most notably improved bot "pathing". To everyone who spawned into a wall : 1000 apologies! I have FULLY tested this rebuild. m Thanks to everyone who h...
- Sat Jan 04, 2014 5:08 pm
- Forum: Final
- Topic: ut4_dogleg
- Replies: 6
- Views: 30872
Re: ut4_dogleg
well, as predicted, I have had to revisit degleg for several issues that couldn't go unresolved. -a minimap is in the pk3 now (use this minimap not the one UrT creates... its uh, complicated) -location information has been added -textures are less blocky and more uniformed -lighting has been redone ...
- Sun Oct 27, 2013 2:35 am
- Forum: Final
- Topic: ut4_dogleg
- Replies: 6
- Views: 30872
Re: ut4_dogleg
thanks Pickles... I have been looking at some other peoples maps and see I have a lot to learn. I'll be seein you around the irc channel now that I know about it. 

- Wed Oct 23, 2013 1:36 pm
- Forum: Final
- Topic: ut4_dogleg
- Replies: 6
- Views: 30872
ut4_dogleg
Since the recent updates to both GTKRadiant and UrT I have been able to playtest my map with bots.... no crashes. Very cool. So, I finished the map and here it is: just change the .zip to .pk3 and place in your q3ut4 directory. It will list as Dogleg RC1. I plan no changes at this time, final versio...