Search found 22 matches
- Wed Jan 01, 2014 7:36 pm
- Forum: Radiant
- Topic: Can't find maps/map_name.bsp
- Replies: 12
- Views: 34144
Re: Can't find maps/map_name.bsp
strange. but i remember i had such a problem before. are you sure you packed the .pk3 with ALL default zip settings? (e.g compression ratio,...) i once had this come up, wouldnt have been able to find the problem, since the game finds the bsp, but cant load it. only got to the bottom of this because...
- Wed Jan 08, 2014 12:17 pm
- Forum: Suggestions and ideas
- Topic: A map on the high seas
- Replies: 8
- Views: 27226
Re: A map on the high seas
oh yeah. the oilrig map..... remember that one. sadly i lost my map archive (fuck that goddamn mklink cmd on windows.....)
- Wed Jan 08, 2014 12:22 pm
- Forum: Final
- Topic: ut4_dogleg
- Replies: 6
- Views: 26880
Re: ut4_dogleg
yay. now get kazoo/massi/lithip/someone.... update it on lcdlc unmaps. too lazy to download it.
but the boxy lightning/textures aside i was already totally convinced of the previous version. Plays very well with 2-8 Players.
but the boxy lightning/textures aside i was already totally convinced of the previous version. Plays very well with 2-8 Players.
- Tue Jan 21, 2014 10:25 pm
- Forum: Radiant
- Topic: Patch mesh count
- Replies: 6
- Views: 19629
Re: Patch mesh count
Oh yeah. second point could be pretty handy, since you dont have to get out your calc and count the brush ents
Had this problem with old town (you know, all the sharded windows...)
Had this problem with old town (you know, all the sharded windows...)
- Tue Feb 25, 2014 8:53 pm
- Forum: Pre-alpha and concepts
- Topic: ut_tutorial
- Replies: 0
- Views: 41813
ut_tutorial
oh well. someone had the idea that a tutorial map would be cool. i though this idea was awesome so i put together a small demo of it. the thread that started the misery can be found here Map Topic @ urt.info download: ut_tutorial.pk3 |Mediafire, 2MB .map included For suggestions regarding the conten...
- Mon Mar 03, 2014 11:38 am
- Forum: Pre-alpha and concepts
- Topic: Looking for map idea
- Replies: 11
- Views: 33242
Re: Looking for map idea
hm. teleports you could place the portals in a way that they wouldnt get you closer to gour own flag. like they only get you to the opposite side of the map second level: hm. for a good ctf map (with that theme) i wouldnt do a second level. maybe something like a single upper floor way, like on that...
- Mon Mar 03, 2014 11:47 am
- Forum: Competitions
- Topic: CMM Design a Map Competition
- Replies: 26
- Views: 65113
Re: CMM Design a Map Competition
this is urt? xD
looks awesome.
how long did it take to render that?
and btw... how about performance drain in urt?
i recentlg realised that somestuff needs alot of power, because my gfx card died and im currently running on a intel HD 3300 or something like that
looks awesome.
how long did it take to render that?
and btw... how about performance drain in urt?
i recentlg realised that somestuff needs alot of power, because my gfx card died and im currently running on a intel HD 3300 or something like that
- Sat Mar 08, 2014 9:49 am
- Forum: Pre-alpha and concepts
- Topic: Looking for map idea
- Replies: 11
- Views: 33242
Re: Looking for map idea
nah. i though you wanted to do an indoor map, so i think a single upper corridor would do it. maybe more sniper friendly. also you could arange it in a way that a player covering that corridor would also have a view on another way, as soon as he turns left/right. sonhe could do a more easy def job, ...
- Sat Mar 08, 2014 9:52 am
- Forum: Competitions
- Topic: CMM Design a Map Competition
- Replies: 26
- Views: 65113
Re: CMM Design a Map Competition
maybe i should have read the post and jot just stared at the imgs.....
n1 though ^^
n1 though ^^
- Tue Mar 25, 2014 9:59 pm
- Forum: Pre-alpha and concepts
- Topic: Looking for map idea
- Replies: 11
- Views: 33242
Re: Looking for map idea
The name of the map i referred to in this post as a "generator facility whatever map" was ut4_desolate btw Just got around to play it, so i remembered this.