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[WIP] Origins 1922. Yes I am back

HOT
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Created 10 years ago
by RamboBadass
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True Blue Elite
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Please give me beta access, I would LOVE to test CO-OP
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been working on guns a lot recently and life ... just been very busy
Well, that's understandable, if you had things to do for yourself or family/friends, than that would obviously take priority over making a map for a bunch of randoms
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
[/url]
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Well, that's understandable, if you had things to do for yourself or family/friends, than that would obviously take priority over making a map for a bunch of randoms
lol


heres the pathnodes layout ...... 1656 nodes.... 10 under the limit.


(spawn is the bottem left)
Last Edit: February 16, 2015, 02:07:28 pm by RamboBadass
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lol


heres the pathnodes layout ...... 1656 nodes.... 10 under the limit.

(Image removed from quote.)
(spawn is the bottem left)
thats alot of places to roam
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lol


heres the pathnodes layout ...... 1656 nodes.... 10 under the limit.

(Image removed from quote.)
(spawn is the bottem left)

looking like a very good teaser to me (cause your just showing pathing). keep it up.
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i stand corrected :P
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Enjoy my 2015 contest map, a simple map with bo1-bo2 features
http://ugx-mods.com/forum/index.php?topic=14968.msg149200#
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Will you add the 'crazy place'? I'm assuming not because of the node limit but just curious.
Last Edit: March 03, 2015, 02:16:03 am by Centric
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Not a chance... All 4 tunnels will be collapsed and same with the dig site
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heres the pathnodes layout ...... 1656 nodes.... 10 under the limit.

Ive had more than that and map runs fine?  ???
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1666 is supposed to be the limit
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1666 is supposed to be the limit



Project Cs pathnode count. And I have removed some due to max number of disconnected paths
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  • steviewonder87
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I have 2182 in Oil Rig, so you can cram in at least 600 more  :P
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Overrun
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Leviathan: 2258 pathnodes
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True Blue Elite
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It's now a competition on who has the most path nodes, so far JBIRD. hahaha but seriously that is a lot of path nodes,
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ILS. Lets go home 3.1, 2596 pathnodes, which is less than what was in the release 3.0, I have been deleting them as I test scripts in it.

Only disconnected path error I ever got was when I was splitting doors to open away from each other, creating too many disconnected paths by increasing my blockers.

Spoiler: click to open...
Last Edit: February 18, 2015, 05:30:59 am by MakeCents
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  • steviewonder87
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Suddenly become a pathnode pissing contest  ;D

 
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