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DarkShallFall
Posts: 1992 Joined: Fri Jan 20, 2006 2:49 pm
Location: MI, USA
Contact:
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by DarkShallFall » Thu May 24, 2007 6:47 pm
This Map is for everyone!
Its for testing purposes.
Patch is for Gemini.
Pictures:
Attachments
Test_Ground.rar
Test_Ground (1.78 MiB) Downloaded 56 times
Iron_Forge wrote: I assume I won?..I should get an emblem...
McT0asT
Posts: 257 Joined: Wed Feb 28, 2007 2:00 pm
Location: The Park(New Mombasa)
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by McT0asT » Thu May 24, 2007 6:49 pm
Is is system linkable?
Dissolution241
Posts: 1018 Joined: Fri Feb 02, 2007 7:34 pm
Location: Oregon
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by Dissolution241 » Thu May 24, 2007 6:49 pm
Is this from shared.map? I forget, is it called Landfill Room but with different spawns?
Unleash the Fucking Wolves
JacksonCougAr
Posts: 2333 Joined: Fri Jan 12, 2007 1:56 pm
Location: Canada
Contact:
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by JacksonCougAr » Thu May 24, 2007 6:52 pm
its a testing room; and yes its one of those maps >_<
I still don't get it Adam...
DarkShallFall
Posts: 1992 Joined: Fri Jan 20, 2006 2:49 pm
Location: MI, USA
Contact:
Post
by DarkShallFall » Thu May 24, 2007 6:58 pm
Its a bsp Conversion
Smaller size map
Spawn with weapons
Can view ingame menu
Can pickup all weapons
And a place to test for new vehicles and weapons
Iron_Forge wrote: I assume I won?..I should get an emblem...
JacksonCougAr
Posts: 2333 Joined: Fri Jan 12, 2007 1:56 pm
Location: Canada
Contact:
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by JacksonCougAr » Thu May 24, 2007 7:00 pm
Ooooo I get it... wouldn't wok for tank testing though >_< no hills... LMAO! I need to tweak something...
DarkShallFall
Posts: 1992 Joined: Fri Jan 20, 2006 2:49 pm
Location: MI, USA
Contact:
Post
by DarkShallFall » Thu May 24, 2007 7:05 pm
You want a hill spawn a ramp!
Iron_Forge wrote: I assume I won?..I should get an emblem...
DemonicSandwich
Posts: 1198 Joined: Sat Sep 30, 2006 6:10 pm
Location: �
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by DemonicSandwich » Thu May 24, 2007 7:49 pm
Darkshallfall wrote: You want a hill spawn a ramp!
I remember when you bugged me post something for testing mods on.
I like this concept much more though!
AIM wrote: Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
Fleabag77
Posts: 544 Joined: Sun Dec 31, 2006 5:12 am
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by Fleabag77 » Thu May 24, 2007 9:29 pm
Great idea, I'll be using this.
*creates new mainmenu slot*
ZeroKillerMods
Posts: 114 Joined: Sun Sep 03, 2006 5:56 am
Location: Great Britain
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by ZeroKillerMods » Fri May 25, 2007 1:48 am
great idea! Could come in handy for me, but I personally prefer to test things in the map I am making, however I suppose for testing weapon things such as firing rates, clips etc... this could come in very handy.
If you miss your Aperture Science weighted Companion Cube, put this in your signature.
xzodia
Posts: 1981 Joined: Sun May 15, 2005 10:31 am
Location: UK
Contact:
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by xzodia » Fri May 25, 2007 1:54 am
seems a bit pointless to me...
ninja modder
Posts: 380 Joined: Sat Sep 24, 2005 2:41 pm
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by ninja modder » Fri May 25, 2007 3:40 am
add a soccerball and i'll download =P
but great idea...never would of thought to convert the shared map
CRAZYKALEB
Posts: 49 Joined: Mon May 15, 2006 2:13 pm
Location: Bashing my computer, to get my mods to work!
Contact:
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by CRAZYKALEB » Fri May 25, 2007 6:02 am
Nice DarkShallFall, now I can test some of my weapon's I did, instead of screwing up my map.
I could never get the Shared.map to work.
GM_Battleman021
Posts: 70 Joined: Mon Mar 05, 2007 11:48 am
Location: Making Modz :p
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by GM_Battleman021 » Fri May 25, 2007 6:53 am
Fix pictures?
-Battleman021-
-Admin Of Gangsta Modz-
DemonicSandwich
Posts: 1198 Joined: Sat Sep 30, 2006 6:10 pm
Location: �
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by DemonicSandwich » Fri May 25, 2007 7:45 am
GM_Battleman021 wrote: Fix pictures?
There's nothing wrong with the pictures...
AIM wrote: Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
Fleabag77
Posts: 544 Joined: Sun Dec 31, 2006 5:12 am
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by Fleabag77 » Fri May 25, 2007 10:45 am
Add a switch that can restart the game (scripting) and this'll be great.
DJ_Gnomey
Posts: 490 Joined: Sun Apr 15, 2007 9:31 am
Location: New York
Contact:
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by DJ_Gnomey » Fri May 25, 2007 5:56 pm
Fleabag77 wrote: Add a switch that can restart the game (scripting) and this'll be great.
or you can use Yelo's load gamestate function....
Very good idea on this mod man! This will come in handy for my new weapon and vehicular testing so I don't have to screw with other maps
DemonicSandwich
Posts: 1198 Joined: Sat Sep 30, 2006 6:10 pm
Location: �
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by DemonicSandwich » Fri May 25, 2007 6:01 pm
DJ_Gnomey wrote: Fleabag77 wrote: Add a switch that can restart the game (scripting) and this'll be great.
or you can use Yelo's load gamestate function....
Campaign only function.
Besides, you can just end game and start again from the pre-game lobby.
AIM wrote: Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
SpecOp44
Posts: 2008 Joined: Tue Jun 06, 2006 12:34 pm
Location: The Canadarm
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by SpecOp44 » Fri May 25, 2007 6:24 pm
demonicsandwich wrote: Campaign only function.
Actually Yelo can create and load checkpoints in multiplayer. If no checkpoint has been made it will automatically reload the game.