Search found 4 matches

by maniacalmoose
Wed Jan 08, 2014 3:59 am
Forum: Final
Topic: ut4_dogleg
Replies: 6
Views: 24400

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...
by maniacalmoose
Sat Jan 04, 2014 5:08 pm
Forum: Final
Topic: ut4_dogleg
Replies: 6
Views: 24400

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 ...
by maniacalmoose
Sun Oct 27, 2013 2:35 am
Forum: Final
Topic: ut4_dogleg
Replies: 6
Views: 24400

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. :geek:
by maniacalmoose
Wed Oct 23, 2013 1:36 pm
Forum: Final
Topic: ut4_dogleg
Replies: 6
Views: 24400

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...