View Full Version : DM-Imago
Mister_Prophet
28th Nov 2001, 10:06 PM
Been out for a few days, but I'm curious as to what you forum users thought about it. I'll include pix if u havent seen it, and a link to the map.
Pix: http://planetunreal.com/phalanx/maps/screenshots/imago/img.htm
map: http://planetunreal.com/phalanx
Chrysaor
28th Nov 2001, 11:11 PM
d00d, put it on Showcase, i didn't know about this one or hourences new one. The entire community should know when Team Phalanx releases a map!
Mister_Prophet
28th Nov 2001, 11:15 PM
d00d, it was said on PU.
Mister_Prophet
28th Nov 2001, 11:35 PM
so bring it on, feedback!
Chrysaor
28th Nov 2001, 11:37 PM
ag, i don't goto PU anymore! ( as if i ever did)
i meddle in anonymity :(
Mister_Prophet
28th Nov 2001, 11:39 PM
well then you have an excuse not to have played the map.
But it also gives you a motive to d/l the map and play it immediatly. Go go go go!
Mxtrmntr
29th Nov 2001, 07:10 AM
Well, I've only played it for a few minutes yet, but it seems cool to me ... only one problem: Where you look up at the fog (the place you see on the screenshot in the map menu), there seems to be a bsp hole or some other weird stuff... could that have to do with my graphic settings?
Mxtrmntr
29th Nov 2001, 07:22 AM
It's kinda strange 'cause in your screenies, the problem doesn't show up...
Hmm... screenie:
Rukee
29th Nov 2001, 02:34 PM
I liked your map soooo much....I put it into rotation on my server all ready!!! :)
Go get the dnld pplz!!!!!
Mister_Prophet
29th Nov 2001, 03:34 PM
to Mxtrmntr:
I know about that problem, it isn't the map but your own settings I'm afraid, same thing happened to Bangout ( i think it was you) who playt Imago and saw similar problems, perhaps your settings are set too low? I don't recall exactly, but you should look into your game options.
Mxtrmntr
29th Nov 2001, 04:01 PM
Yay, thx Proph for replying / giving advice on that, I'll study my settings... playing Unreal engine games on a TNT 1 isn't the real thing ;)
Mister_Prophet
29th Nov 2001, 04:09 PM
yeah;). Me plays with a voodoo 3 3000 card and everything looks purty:)
BangOut
29th Nov 2001, 04:23 PM
Imago is terrible.
Mister_Prophet
29th Nov 2001, 04:27 PM
lol Bangout. You really gotta play it with good settings d00d.
BangOut
29th Nov 2001, 04:30 PM
I did. I played it on 14 different computers down at Best Buy and it was terrible on all of them. Juan the stock boy said so too.
Chrysaor
29th Nov 2001, 04:42 PM
I think someone should make a joke about little Juan and sexual favors. I'm not good at those kinda jokes.
Mister_Prophet
29th Nov 2001, 04:44 PM
damn! i was actually gonna do that, but now the burn has been spoiled. curses!
DialAJunk
30th Nov 2001, 12:01 PM
Very pretty looking (and a nice trap) with somewhat original layout. Your maps seem to be aimed at eye candy over everything else (this one isn't as much as Time Crash a system killer). I also love the .umx file.
But still, it was rather hard to get around in the middle of a firefight, mostly because of all the architecture and tight paths.
The little support arm(?) right next to the trigger for the trap was a BIG annoyance at first. It was hard to hit the button and run because of that.
Also related to the architecture but not as much as in and of itself, is the darkness of the map. A lot of the architecture I couldn't see,to avoid, anyway. I hate how I can see the Flak Cannon in the crate, but not the bots that are in there, leading me to think I can go for the Flak and then some biatch comes out sprayin'!!
Other than that I thought it was fun and beautiful, and the bots were kickin' some butt on Masterful. (then again I don't play UT as much as I used to,so I may suck now). I think its one of the few maps of yours that is still on the harddrive.
I had no graphical problems (except the darkness, is that the map or my card?) and I am using a GeForce2 GTS (32mb) in 32 bit color, 1024x768 and all effects to the max, except detail textures turned off. Yes I am kind of missing my Voodoo 3 3000 when I fire up UT. It was perfect. But when I obtain a GeForce3 I don't expect any problems (of course by then I will be playing U2 instead probably).
Keep it up, I always like to see new maps from ya'.:)
Chrysaor
30th Nov 2001, 12:19 PM
Originally posted by Mister_Prophet
damn! i was actually gonna do that, but now the burn has been spoiled. curses!
rofl, oh well :( i spoilt it
Chrysaor
30th Nov 2001, 02:51 PM
I played ur level again, it was quite fun this time :) I like it, the center around the pit is where to hang out, it's really good in there.
Mister_Prophet
30th Nov 2001, 03:43 PM
Yeah the pitt is the vocal point of the entire map, It is loaded with ambush spots, it's the most unsafe part of the map, especially when going for the powerups and sumone intercepts u.
As for the darkness, I know alot of pp are telling me about it, i feel a little sad about it, since everyone with the latest level 3d card or the voodoo 3 which i use, seem to be the only pp who can actually see everything in the map. I suppose my next map should be brighter, the darkness in Imago was all for the theme.
Evil_Cope
30th Nov 2001, 05:25 PM
Originally posted by Mister_Prophet
Yeah the pitt is the vocal point of the entire map, It is loaded with ambush spots, it's the most unsafe part of the map, especially when going for the powerups and sumone intercepts u.
As for the darkness, I know alot of pp are telling me about it, i feel a little sad about it, since everyone with the latest level 3d card or the voodoo 3 which i use, seem to be the only pp who can actually see everything in the map. I suppose my next map should be brighter, the darkness in Imago was all for the theme.
it must just be a certain erm, generation of peeps. or a certain rendering thingy. cos my peice of monkery crap pc ran it ok, and i could see perfectly well. so there.
had a good 3 on 3 tdm in it. space marines vs orcs. Mmmmm. now, if only i could get a monitor for my cool new pc....
Rev Billy G
30th Nov 2001, 05:55 PM
Great ambience in both visuals and sound. Really looks and feels like there's been quite a few wars in there.
Music didn't work for me, just got the UT menu music. Methinks me UT's a bit b0rked.
Mister_Prophet
30th Nov 2001, 06:18 PM
hmmm, u sure all the files are in the right folders?
Twrecks
1st Dec 2001, 11:49 PM
Downloading Imago now for my rig at home.
Nice chatting with you Pro on #nalicity while having a look at your map on my work POS puter(software mode/no lighting/640x480).
A very good map, very playable... on par with Alcatraz by Jerramie IMO. Definately HotList material, as seems to be most all Team Phalanx maps.
Good work, I'll be taking a closer look in a few minutes...
Currently, us NC reviewers have 39 maps pending the new review template's release for NC3. I added Imago to the bottom of my list (5 maps) so shouldn't be long once NC3 gets running.
oh yea:
<private joke>
SHOW ME THE LAVA!
</private joke>
Mister_Prophet
2nd Dec 2001, 02:42 AM
:) sounds good Twrecks, thanx for looking at it and all.
And P.S.- (start rant) Theres nothing wrong with a Volcanic rock pit! There doesn't have to be lava! Do you think that every hole in the ground has to have lava? Do ya!? Truth is, if you dug a hole deep enough you'd see reely hot volcanic rock before you'd see lava! What is the fascination with Lava pits! How come all pits have to have lava, or slime, or poison water, or some other hazardous liquid, why can't there just be a bunch of reely reely hot rocks? Or maybe a pile of ape sh1t, or gold, or eggs? WHY LAVA!? (end rant)
Zlal
2nd Dec 2001, 03:43 AM
Good map, and a long story in the readme. It makes a small difference if you know a bit about the place your fighting in.
Maps which are "a typical Liandri areana" are just boring
MoxNix
2nd Dec 2001, 12:51 PM
Not a bad looking map and poly/node count is ok too, but it's not one I'd play much.
I get the HOM effect too. The lighting seemed fine, it certainly wasn't too dark for me. I have a GF2 GTS with detonator 22.80 drivers. The pit looked like hot rocks to me too. I thought it was nice to see a bit of originality there instead of the usual lava/slime/water pit.
The one thing I really had to wonder about is why are the jumpboots so high up? It would make sense to put them down low where they'd be more usefull for getting at campers up top. As it is now, the boots make it very easy for the campers to drop down quickly finish off a kill and get back up there right away.
Regards, MoxNix
Mister_Prophet
2nd Dec 2001, 04:57 PM
the reason all the big powerups are in high areas is because the map is more dangerous up there, there isnt as much room to move around as below and there are hazardous risks involved.
MrFawn
2nd Dec 2001, 07:00 PM
I just played the map
and I have to say that it was quite unplayable even with 4 bots
and dont come here telling me that 15fps is GOOD!
Mister_Prophet
2nd Dec 2001, 08:07 PM
No I won't, I'll just tell you that your PC sucks.
BangOut
2nd Dec 2001, 08:20 PM
ya
MrFawn
3rd Dec 2001, 08:10 AM
yeah an overaverage computer suck
I wonder if it will run well on a p2 266mhz
@kuma
3rd Dec 2001, 08:38 AM
Fawn you're wrong, it will run fine.
Cliff said maps should be made with 400 polys and that was almost a year ago, so maps could be made with 500-600 polys and they will be very smooth.
MrFawn
3rd Dec 2001, 09:03 AM
yeah and your 1.2ghz rig ran this map with 30-40 fps :p
Ulukai
3rd Dec 2001, 09:10 AM
Cliff Sez.........hold a chicken in the air and stick a deckchair up your nose :p
@kuma
3rd Dec 2001, 10:04 AM
30 fps is more than fast enough
after all, the human eye can only see up to 25 fps - I read that online somewhere
It's about time mappers started pushing the envelope with 800 poly maps, UT is an old game and 800 polys would run just fine on most peoples PC's
fragswill
3rd Dec 2001, 10:39 AM
Originally posted by @kuma
30 fps is more than fast enough
after all, the human eye can only see up to 25 fps - I read that online somewhere
Actually that's 16 fps. IMO, anything above 20 is insane!
Luggage
3rd Dec 2001, 11:00 AM
Thought of Sync yet? I mean, why would we notice a screen flicker if the refresh rate is below 70 Hz? hmm... Can't explain it, maybe our eyes create not snapshot images but a merge of a 1/16th second? questions, questions...
Ulukai
3rd Dec 2001, 11:27 AM
/me remembers when VGA IndyCar racing would default to 12fps (max 15 fps if you had a kick-ass PC)
@kuma
3rd Dec 2001, 11:45 AM
well perhaps some of you aren't up to the challenge of high poly mapping - there are some upcoming maps for UT that own anything seen in in the U2 screenshots and these are made by mappers who know how to map 'on the edge'
IMO legend is mad not to include these user maps in their game, you'll know what I mean when you see them (we're talking PERFECT curves and super high poly terra-edit terrain here)
Nali city probably wont understand the genius behind these levels, they've marked down maps in the past that didnt meet some pissy little 'polygon' criteria of theirs, it's obvious they dont recognize genius when they see it as some maps made by great visionaries in the past were given low scores... but play those Stunningly beautiful maps with their 400+ polycounts on an average PC today and you can see how far ahead of their time those mappers were!
Luggage
3rd Dec 2001, 12:07 PM
What was it called? Some principle there... read about it in an interview... nevermind. I totally agree. Polycount limits are just temporary, until we all get PC with 537 THz CPU... No seriously: Itsn't it allways just a matter of time?
jreister
3rd Dec 2001, 12:33 PM
Akuma!
You´re talking about Hagmans upcoming map?
Rumors are he is preparing a 1on1 Assault mappack which puts the UT-engine to the edge.
Can´t wait that long......
Play som Sci...][ until it will be released (Part 2 is out, limited edition! for registered fileplanet users only!)
Twrecks
3rd Dec 2001, 02:24 PM
/me wonders if Akuma is speaking of DM-Falkenstien???
Prolly in the same review is mention of beuty if any exsists, butt face it @kumen, there are high poly maps that look like feces!
Poly count mainly relates to Playability, we got a whole schema to cover other things buddy :)
If I have any frame rate issues they will be mentioned in the review.
...
Oh yea, the human eye sees at aproximitaly 60 FPS. Motion pictures shown at 60 FPS can actually induce motion sickness because the normal "this ain't real" tweening the brain does gets turned off. Anything over 60 is a waste and the HP should be used to increase detail levels. An easy proof is to set your refresh rate of your monitor to 60 and look at it in your perifrial vision (corner of your eye while looking elsewhere), you should see a noticable strobe. The other proof is the old stage coach wheel trick where at certain revs per minute (close multiples of 60) the eye actually precieves the wheel to be spinning backwards, and that's under daylight not artificial lighting.
Some ppl do see at different fps, so the real question should be is :
"What's your refresh rate?"
Luggage
3rd Dec 2001, 02:49 PM
Originally posted by Twrecks
"What's your refresh rate?"
*lol* I'm at about 75Hz, kept at a pleasant 269 Kelvin...
@kuma
3rd Dec 2001, 02:52 PM
Twrecks, you obviously dont get it
more polys = better map
it's simple, and I think NC should take it into account when reviewing levels. It's crazy to deduct points if the mapper is taking advantage of the raw speed and beauty of the UT engine!
BangOut
3rd Dec 2001, 02:56 PM
PCs should be catching up to CTF-Fetlagg any day now
@kuma
3rd Dec 2001, 02:59 PM
I hope you'll be revising all your past reviews that marked down truely great maps for silly little things like 'lag'?
Some mappers are so far above you NC review monkeys that it's embarassing to read your clumsy attempts at explaining their levels.
Art is art and you shouldn't be afraid to give '10s' to maps that bring a new dimension to the UT experience, ignore the peanut gallery and go with your heart.
BangOut
3rd Dec 2001, 03:06 PM
Isn't 3 in the afternoon a little early to be drunk?
Twrecks
3rd Dec 2001, 03:17 PM
I do get it.
The fact is we review maps based on some simple criteria.
1. what is considered playable by the average downloader.
2. looks.
..
everything else is masked by specific properties: lighting, architecture etc...
Polys count for very little, but if they adversly effect playability that needs to be taken in affect.
I'm all for higher poly maps, maps that use those extra polys wisely and to some benifit (eyecandy!)
Those mappers that throw dynamic lighing on those polys aren't "good mappers", because they are not mapping for gamers but their own pleasure. Extra polys for curved surfaces can still look like garbage if good texturing isn't used as well.
Maybe when the new engine gets released, polys won't be such an issue, for now they are.
I agree, higher poly maps can be very stunning, however newbie maps that have 64 sided columns and ugly spiral stairs don't get a thumbs up because they (the mapper) are using more polys. They still suck. Poly count limits have increased from 170 to 400 per the Cliffmiester, and I think NC has acknowledged this to a point. Ignoring things like FPS, occlusion and poly count would be stupid. They are tools to better examine performance. Most ppl do play maps offline, but I believe the goal here is for online playability and the shear enjoyment a map can bring. Realism must take a backseat until the poly barrier can be broken, however there are lots of maps that achieve that suspense of belief without sacraficing playability. If someone wants to make a "Showcase map", it will be scored to the same scale as playable maps.
Mister_Prophet
3rd Dec 2001, 03:19 PM
It's never too early to drink Bangout.
But me agrees with Akuma.
MrFawn
3rd Dec 2001, 03:21 PM
Today is the irony day for Akuma
Twrecks
3rd Dec 2001, 03:23 PM
Originally posted by @kuma
Art is art and you shouldn't be afraid to give '10s' to maps that bring a new dimension to the UT experience, ignore the peanut gallery and go with your heart.
*cough*Scimitar*cough*
gimme a break Akky, you are in the peanut gallery
@kuma
3rd Dec 2001, 03:36 PM
Poly count limits have increased from 170 to 400 per the Cliffmiester, and I think NC has acknowledged this to a point.
well, thats a start
I suggest you include that in the 'NC charter', and let people know that low poly maps will no longer be over-rated as they have in the past.
*cough*Scimitar*cough*
Scmitar was more of a hardcore deathmatch experience than a pure eyecandy feast, it was a great map in it's time but it wouldn't get any more than a 8.5 if it was reviewed today
MoxNix
3rd Dec 2001, 04:14 PM
@kuma, you must be joking.
400 poly maps are not at all enjoyable to play. They may look pretty, they may in some cases even be considered works of art, but they most definately are not fun to play. I have an Athlon XP 1800 with 512M DDR and a GF2 GTS 64M DDR. This system is much faster than what the vast majority of players have. 400 poly maps play way too choppy to be enjoyable for me (and everyone I know says pretty much the same thing). If they play poorly for those of us with fast rigs, just image how bad they are for people with only an average rig. U2 or Warfare may have a faster engine and be another story but those games are not out yet.
Your comments about Nali City overrating low poly maps and underratting high poly maps are completely out to lunch too. If anything, it's exactly the opposite, high poly maps are overrated if they look pretty, even though they play like ****.
Regards, MoxNix
MoxNix
3rd Dec 2001, 04:16 PM
Stupid forum... Turning my S-H-I-T into stars. :)
Regards, MoxNix
BangOut
3rd Dec 2001, 04:24 PM
Originally posted by Mister_Prophet
It's never too early to drink Bangout.
Oh yeah I forgot about "Breakfast of Champions"
I see Akuma's sarcasm is sailing 300 feet over everyone's heads.
@kuma
3rd Dec 2001, 04:31 PM
to be fair I have seen all these 'arguments' used for real over the last couple of days.
The mind boggles
what's left of it, anyway.
@kuma, you must be joking.
you'd think so, wouldnt you? :)
MrFawn
3rd Dec 2001, 05:21 PM
Originally posted by MoxNix
@kuma, you must be joking.
400 poly maps are not at all enjoyable to play. They may look pretty, they may in some cases even be considered works of art, but they most definately are not fun to play. I have an Athlon XP 1800 with 512M DDR and a GF2 GTS 64M DDR. This system is much faster than what the vast majority of players have. 400 poly maps play way too choppy to be enjoyable for me (and everyone I know says pretty much the same thing). If they play poorly for those of us with fast rigs, just image how bad they are for people with only an average rig. U2 or Warfare may have a faster engine and be another story but those games are not out yet.
Your comments about Nali City overrating low poly maps and underratting high poly maps are completely out to lunch too. If anything, it's exactly the opposite, high poly maps are overrated if they look pretty, even though they play like ****.
Regards, MoxNix
words
Chrysaor
3rd Dec 2001, 05:28 PM
Ha i knew it!
fragswill
3rd Dec 2001, 05:37 PM
When i hear UT + high poly i don't think of good looks, i think of lag. Most UT maps with high poly counts don't have a higher detail level, they're just too open.
Mister_Prophet
3rd Dec 2001, 05:52 PM
hmm, I wonder if even half of you have even played the frigging map:)
MoxNix
3rd Dec 2001, 07:49 PM
Heh, I thought @kuma was joking.... Either that or crazy. :)
And yes, I have played the map. Way too many distanceviewtriggers, I'd say. Best advice I can give to anyone trying Imago with 5 godlike bots is stay away from the armor... In fact stay out of the room the armor is in alltogether, there's something like 30 distanceviewtriggers, mostly in, or in view from that room. I actually lost until I figured that out. Then I played it again and went godlike on them. :)
There are distanceviewtriggers on the amp, and a trap too, that's another very dangerous spot. The 2 ramps across the pit with ripper and bladehoppers on them are also very dangerous places with distanceview triggers on them. The shield, on the other hand, is quite safe to grab, bots hardly ever make it that high and they don't hang around the triggers attached to the distanceview trigger on it... unlike the ones on the armor. There are 3 distanceviewtriggers on the armor and the bots do hang hang around the attached triggers... In fact they practically camp the armor triggers. Entering that room is tantamount to suicide, you'll have 3 or 4 bots all taking long range potshots at you pretty much the very second you enter it.
I have two problems with distanceviewtriggers.
1) Bots notice you way too quickly sometimes, especially when there are an awfull lot of triggers. It's kind of silly when you walk into a room and all the bots immediately stop shooting at each other and start taking long pot shots at you instead.
2) Just the opposite... Bots will be fighting you and then suddenly ignore you when another bot triggers a distanceview a long ways off. As long as you stay away from the triggers yourself, this makes them fight even stupider than usual.
As for going godlike on godlikes on this map, it's easy. Just grab the snipe and hang around the other big room, between shield and rocket launcher and on the side away from the amp. The bots don't enter that room much, except on thier way to other room and when the amp respawns. The only distanceviewtriggers are near the amp and even when a bot does start shooting at you, chances are good another bot will trigger a distanceview for him soon. He'll then ignore you and start shooting at the other bot instead.
BTW, the botpathing, particularly on the ramps and ledges isn't the greatest. Paths all go straight down the center. Bots will rarely take a shortcut by jumping down, they'll usually take the long way around instead. There are few, if any jumpspots up to the ledges too, so they won't jump up after you even if they do have jumpboots, which they usually don't since the boots are up high.
I really liked the way you used triggers to prevent access to the roof vents. I'm going to have to remember that trick. Oh, I might change my mind about playing this map much yet. It just might make a good 1v1 practice map. I'm thinking a godlike bot with accuracy and alertness cranked up combined with all those distanceviewtriggers should be good practice for fighting snipers.
Regards, MoxNix
Mister_Prophet
3rd Dec 2001, 08:54 PM
Yeah, Ive never been the best botpather, it all depends on how well you deal with them;)
personally, i made the map with Multiplayer as the priority, it's a much different experience when you play 2 or 3 other players in Imago who know the map as well as you do. I suggest you try it then.
MoxNix
3rd Dec 2001, 09:28 PM
Oh yeah, against human players, I would frequent the armor room far more often. With 100 armor and boots, I'll happily chase after the guy with shield and amp... Unless he's really good. :)
Hmm... I could be wrong, but seems to me that you might have the distanceviewtriggers and triggers backwards. IIRC, the trigger is the one that gets shot at. Unless I've got that wrong, you have it setup so the entrances to that room (which also happen to be likely sniping spots) are immediately noticed by bots scattered all over the map. Same with the amp, shield and armor, a bot at those items will notice a bot somewhere else immediately instead of the other way around. Was that your intention? Pretty devious if it was. :)
Regards, MoxNix
MrFawn
4th Dec 2001, 04:03 AM
I play with dynamic lightning off because its so ****ing slow
jreister
4th Dec 2001, 06:23 AM
Lower fps - more time to enjoy the eyecandy of high poly maps.
Yes some mappers try everything to make high poly maps out of their poor low poly maps. Adding invisible nonsolids here and there. But you see it right from the start.
Twrecks
7th Dec 2001, 07:03 PM
Originally posted by jreister
Yes some mappers try everything to make high poly maps out of their poor low poly maps. Adding invisible nonsolids here and there. But you see it right from the start.
LOL, add a 32 sided sphere, non-solid, bInvisible=True in every corner of your map just to mess with Polycounters. QUOTE "Dahm, at 1000+ polys this map ran like greased pig through the kitchen" /QUOTE.
Hourences
7th Dec 2001, 07:25 PM
Way too many distanceviewtriggers,
distanceview triggers = are good
and erm 800 poly maps, i dont think so, no one will be able of running that kidn of maps, so whats the point making them, except for art
Mister_Prophet
7th Dec 2001, 07:58 PM
In any case, I dont consider DM-Imago a high poly map, at least not High poly enough to be a cpu killer. If thats what your looking for, I suggest DM-TimeCrash:)
Really, the distance triggers made the map more challenging on bot mode, otherwise they'd be too easy.
Twrecks
10th Dec 2001, 10:22 PM
I've played Imago with different number of bots, your estimate of 2-6 seems spot on. The distance view triggers for the the AI didn't really hinder my dominance over the bots.
Being able to snag the power ups in a systematic way (Armor, T/L up and run across for the SB and into the 8ball room finishing up with the Thigh Pads) made life easy to keep while the bots focused on the U-DamageAmp and Flak Cannon.
Woulda been nice if the trap spinger were also tripped by shooting it, being close/fast enough or lucky (upstairs) enough was rarely an occurance.
More to come....
Mister_Prophet
10th Dec 2001, 10:43 PM
coulda sworn those trap springers were shootable...hrmmm.:sniper:
Twrecks
11th Dec 2001, 12:09 AM
My bad aim...
They are shootable!
Gives a real fast game, semi dark in spots (giving the bots the advantage) and with weps NOT on stay comfortable upto 4 players. Me and 2 bots felt good giving some hunt and gather time. Got alittle PO'd at falling thru the planks in the corner of that one room and the braces hanging me up on the ground floor. I still haven't gotten a bot in the trap cause of the short time one needs to grab the U-damage and get past the bars, likewise they've never gotten me.
Not alot of lateral space making the 8ball seriously hard to dodge. The flak not so much with enough corners to jump behind, just not the walls in the sauna and ducts leading to the 8ball room (flak all the way there baby)
Some really nice decorations (eye-candy) and trim.
The dripping, oozing blood from the chianed man is well done amd the little details like the broken glass and pools (splash,splash) are cool. Dunno about the displaced tiles (overdone) and numerous crates. Along with the under stair lighting gets very Jerramie in spots.
A very well made map, a definate addition to the HotList when NC gets under way again.
Good work MrProphet ! Definately worthy of a download.
About polys... sub 300 for the most part, nothing to worry the average rig nowadays only a slight discomfort to online gamers.
Mister_Prophet
11th Dec 2001, 05:52 PM
:) thanx for the feedback twrecks!
Mister_Prophet
15th Dec 2001, 02:11 AM
Gawd, i want this site back on it's feet so reviews can come back, it's boring without them.
BangOut
15th Dec 2001, 02:39 AM
My revelry isn't enough?
Mister_Prophet
15th Dec 2001, 02:48 AM
Oh bangout, dont speak so lowly of yourself d00d...it's just..*sigh*....well, these forums kinda suck.
BangOut
15th Dec 2001, 03:38 AM
It's tough when there's no news.... maps.... new people to flame under the casual air of patronizing disinterest
Mister_Prophet
30th Dec 2001, 02:18 AM
yup
lucifix
30th Dec 2001, 07:57 AM
Originally posted by Mister_Prophet
Gawd, i want this site back on it's feet so reviews can come back, it's boring without them. your not the only one who thinks so............
Mister_Prophet
30th Dec 2001, 08:20 PM
I wanna see my review twrecks!!!:trans:
Twrecks
31st Dec 2001, 04:51 PM
Originally posted by Mister_Prophet
I wanna see my review twrecks!!!
Me too!!!
Mister_Prophet
4th Jan 2002, 05:21 PM
could u at least show me abit of the review you made, IF you even reviewed the map!
lucifix
8th Jan 2002, 06:10 PM
im dl/ing the map right now Proph........it better be good :p
Mister_Prophet
8th Jan 2002, 07:36 PM
:)
lucifix
8th Jan 2002, 08:35 PM
very good Proph. way better than i expected ;) how did you do ythose "red glowing eyes thing"???
Mister_Prophet
8th Jan 2002, 09:02 PM
light coronas, drawscale set very very small, u can see the setup in the map editor, i dont recall my exact properties:)
Evil_Cope
9th Jan 2002, 03:49 PM
hey prophet, what you working on atm?
got any screenies for us?
is it as disturbed as imago? :)
LXIXGTO
9th Jan 2002, 07:30 PM
Downloading the map right now...
I liked your map DM-Chimeara,
looking forward to trying this one. :)
... anyone here care to review some of my maps?
Been making them off and on for almost a year
and would appreciate some expert advice before
I release them online. ;)
:cool:
Luggage
9th Jan 2002, 07:39 PM
Well, just post a thread about it in the Playtestig forums here on the NC BBS :)
LXIXGTO
9th Jan 2002, 08:00 PM
Cool ... :)
I still have to learn how to use PhotoShop
to convert the screenies to thumbnails for the pop up
screen though ... lol ... :lol:
:biorifle:
:cool:
Lruce Bee
9th Jan 2002, 08:08 PM
Red eyes were done for the first time on my statues in DM-Brunel - I have never seen it done anywhere before - give me some credit dudes
Lruce
Mister_Prophet
9th Jan 2002, 08:27 PM
Nah Lruce, those have been around for a long time dude, I've done them before, not too hard. I first saw them for an Unreal 1 SP map back in the day. Tho I did see the computer small lights, dont know if it was brunel, but I figured my comps in Imago need light dot flavor:).
Cope- At the current moment, I am busy mapping several maps for the upcoming Single Player pack for Team Phalanx, with me, Hourences, and Cyber Trooper. My maps are generally SP in nature, although the 2nd map, Landing, has some eerie segments in there;) I have an idea for a new DM after I finish the SP, it's in the style of Imago, only more fleshed out and much more Terrain oriented.
LXIXGTO- Send me some links to your maps, ill try 'em out:)
Twrecks
9th Jan 2002, 08:46 PM
Yea Lruce,
I did "red eyes" in my Dom-DeDeDom, and that was out for the MSUC.
LXIXGTO
9th Jan 2002, 09:19 PM
I agree, using the lens flare skin on the lights
has been used to make "red eyes" many times before.
Oh, by the way Lruce Bee, great work on DM-Brunel.
Nice use of those "wet" textures and
I like the attention to detail. Especially the
areas outside the windows. (swinging/hanging boxes etc ...)
It runs kind of jerky on my system but that is
just my 3 year old 'puter ... lol ... :lol:
Anyone here ever play the map DM-Hydrophobia?
IMHO, it makes great use of the rain texture in conjunction
with the "wet" puddle textures.
:Pulse:
:cool:
LXIXGTO
9th Jan 2002, 09:25 PM
Thanx man but, none of my maps have made it
to the web yet. ... yet ... ;)
You have any suggestions how I could bring them
to the net? Go to a place like GeoCities
and make my own free websyte maybe?
TIA
:hammer:
:cool:
Mister_Prophet
9th Jan 2002, 10:10 PM
Well First off, I like all the animal pix:)
Second, you can upload your maps to lots of places, there are several review sites that will give reviews AND downloads, but that takes time ( Sunspire Codex only just recently uploaded my DM-Chimeara, a map that has been out for quite some time, and Nali City itself is currently in preps for NC3, but you can still use the ftp upload on the main page and upload it there and stuff.). Or yes, you can use geosite,s i've never used an upload site like that, always just off my team site, www.planetunreal.com/phalanx , and never from custom upload locations.
And yes, DM-Brunel is fun:) Lruce's next map, DM-Avenger is gonna rock according to him, so keep your eyes open.
@kuma
10th Jan 2002, 12:04 AM
....as 'fun' as rubbing mustard in your eyes, like any other high poly map.
it's ok looking even if the eyecandy to polycount ratio is a little whacked.
fragswill
10th Jan 2002, 02:04 AM
That teque-song doesn't fit the map at all.
Lruce Bee
10th Jan 2002, 03:35 AM
Serves me right for opening my gob :(
Lruce
Hourences
10th Jan 2002, 01:24 PM
i dont get the pic part from lxixgto
whats with all the cats ?
LXIXGTO
10th Jan 2002, 02:07 PM
Originally posted by Hourences
i dont get the pic part from lxixgto
whats with all the cats ?
.
.
:eek2:
.
.
Sorry, you don't like cats Hourences? :confused:
.
.
How about snakes?
Hourences
10th Jan 2002, 02:12 PM
i like cats but whats the point of random pics ?
LXIXGTO
10th Jan 2002, 02:25 PM
Originally posted by Hourences
i like cats but whats the point of random pics ?
.
.
.
.
You are right Hourences. ... :)
.
I was just thinking, ... including those
pix may slow down other's page loads. ... :(
:cool:
Luggage
10th Jan 2002, 02:55 PM
...which still doesn't give a reason :) I like animals too (see avatar...), but where's your point? No offense!
Mister_Prophet
10th Jan 2002, 04:08 PM
:shock:
LXIXGTO
10th Jan 2002, 04:41 PM
Originally posted by Luggage
...which still doesn't give a reason :) I like animals too (see avatar...), but where's your point? No offense!
.
.
You want a reason why I put animal pix here? ...
.
.
I don't know ... I love animals ... why do you have a Pokemon
character by your name? he he ... no offense! ... :)
:redeemer:
:cool:
Hourences
10th Jan 2002, 04:43 PM
thats our avatar, you are just posting random pics out of nowhere, big differnce
Luggage
10th Jan 2002, 05:42 PM
Originally posted by LXIXGTO
I don't know ... I love animals ... why do you have a Pokemon
character by your name? he he ... no offense! ... :)
Hey! It's from Final Fantasy 8! :p
Mister_Prophet
10th Jan 2002, 06:04 PM
Theres a pokemon hidden in DM-Imago.
LXIXGTO
10th Jan 2002, 06:52 PM
Originally posted by Luggage
Hey! It's from Final Fantasy 8! :p
.
.
Sorry Luggage, it looked like some of the Pokemons
I accidentaly saw on the tele once. ;)
.
.
.
.
There is a Pokemon hidden in DM-Imago?
Really Mr. Phophet? I'll look for it when I play UT later ... :)
Secret rooms and levels are fun ... :D
.
.
If I can't find it I'll open it in the editor and see if I
can find it then ... he he ... just kidding ... ;)
:redeemer:
:cool:
Mister_Prophet
10th Jan 2002, 07:54 PM
Hes rather bashful and is afraid of the dark. His name is Wendell. And you'll never find him:-)
Evil_Cope
11th Jan 2002, 01:40 PM
Originally posted by Mister_Prophet
Hes rather bashful and is afraid of the dark. His name is Wendell. And you'll never find him:-)
i wandered around that level for over ten minutes. nothing.
i put ghost mode on and floated around for a while.
nothing
i opened the editor and looked around, even in the texture packs it loaded..
bugger all.
i see no pokemon lol :P
Luggage
11th Jan 2002, 03:05 PM
Yeah fool, he said it's a shy one :p
Mister_Prophet
11th Jan 2002, 03:52 PM
3 hints shall I give to thy secret's seeker, thrice chances to make thou meeker.
3 hints a$$holes;)
1. He isn't really a pokemon, hes a reeeel teeny Skaarj Doll
2. He is afraid of the dark.
3. He isn't standing on the hard, iron, factory floor.
Mxtrmntr
11th Jan 2002, 04:15 PM
Bah, I found him. He's disgusting ;)
Twrecks
11th Jan 2002, 04:19 PM
Ya, what's he doing to that Unreal1 chick?
Mxtrmntr
11th Jan 2002, 04:29 PM
Don't wanna know 0_o
Mister_Prophet
11th Jan 2002, 05:56 PM
hes performing the Hiemlick manuever........what?
Chrysaor
12th Jan 2002, 02:08 AM
Originally posted by Mister_Prophet
hes performing the Hiemlick manuever........what?
this thread is still going? uh?
My take:
I like the random pics
I stick to the 170 poly count
Feces?
Mister_Prophet
12th Jan 2002, 10:37 PM
:) Yes it's still going on, this is my most diabolical thread yet.
GMotha
13th Jan 2002, 07:10 AM
And you should be proud:)
Mister_Prophet
13th Jan 2002, 12:32 PM
Well I'm happy it's still going on, usually a thread I make is lost within 20 posts.
Luggage
13th Jan 2002, 12:51 PM
Not that this would be a contest or something... :)
Mister_Prophet
13th Jan 2002, 02:40 PM
of course not.
Mxtrmntr
13th Jan 2002, 06:26 PM
Nice "Nalicity pirate review" (see the news update) btw... :D
Mister_Prophet
13th Jan 2002, 06:56 PM
I saw, Twrecks gave DM-Imago 8/10
;)
GMotha
14th Jan 2002, 02:52 AM
More happyness:)
Twrecks
15th Jan 2002, 12:09 AM
Originally posted by Mister_Prophet
could u at least show me abit of the review you made, IF you even reviewed the map!
Click on the thumb :tup: (http://www.west.net/~furkids/NaliCity/dm-imago.htm)
Average User Score = 0
LOL
Chrysaor
15th Jan 2002, 12:19 AM
quote:
Imago is a jumble without any concrete theme. The tech items feel out of place with the older decay that grips the center of the map, with the very middle, degrading to barren rock.
No offense twecks but how does this warrant an 8 for theme?
Twrecks
15th Jan 2002, 03:18 AM
From the quote, I can see your point there Chrysler.
It's like this... The more I played the map, the more I liked the mixture and the way the map did in fact decay to the center. Almost like a gangrene reaching out to everything around it.
It was the transistions that won me over, that there was some method to the madness. The Fire exstinguishers almost sent me over and if I had remembered their presence when inputing scores, might have kicked it down a couple points.
Maybe 8 was generous, but it's more bother to change it then let it stand.
Thanks for the "review feedback". How about something on the map, eh?
Mister_Prophet
15th Jan 2002, 06:01 PM
I like the fireextingushers:)
Mister_Prophet
15th Jan 2002, 11:11 PM
I wish the user feedback button worked.
@kuma
15th Jan 2002, 11:14 PM
you might think you do, but you don't really
BangOut
15th Jan 2002, 11:19 PM
what he said
LXIXGTO
16th Jan 2002, 01:12 PM
Well, I finally got around to trying the map.
.
Not sure if this has been brought up here yet
(stopped reading the thread on the second page ... too much personal stuff etc...)
but I thought there were too many textures there. It was
difficult to discern any kind of theme because one room
might have 15 different textures from several different
texture sets. Not a bad thing I guess, just a personal observation. ;)
.
I liked the pressure trap, though I didn't find it the first
couple times I played the map. Maybe it could have been
marked better. A few caution signs perhaps?
It was a good idea to have those
chains in there with the corpse so the player could imagine
themself being stretched by the chains. :)
Good flow too. That central area is a real fragfest with all
those ambush points around. :cool:
.
I also saw the big HOM up there. :(
I have an older system with P2 400mhz but recently got
a 64mb Ge Force 2 MX. I switched between 16 and 32 bit
graphics and the HOM
was still there. Maybe OpenGL would have been
better than D3D? :hmm:
.
In my humble opinion, I'd say a great effort Mr Prophet.
Just a few minor things I didn't like. Thanx for sharing!
:biorifle:
:cool:
Luggage
16th Jan 2002, 01:20 PM
Originally posted by LXIXGTO
I also saw the big HOM up there. :(
I have an older system with P2 400mhz but recently got
a 64mb Ge Force 2 MX. I switched between 16 and 32 bit
graphics and the HOM
was still there. Maybe OpenGL would have been
better than D3D? :hmm:
Well, that has been brought up before if I remember correctly... I'm getting the same bug btw... maybe it's a Geforce problem?
Mxtrmntr
16th Jan 2002, 01:41 PM
Originally posted by Luggage
Well, that has been brought up before if I remember correctly... I'm getting the same bug btw... maybe it's a Geforce problem?
TNT 1 got it too :p
But, as Proph stated somewhere at the beginning of the thread, ot only appears on some computers, so i guess it must have something to do with the graphic cards or so.
BangOut
16th Jan 2002, 02:03 PM
It happenned to me too with my Radeon
LXIXGTO
16th Jan 2002, 02:07 PM
Originally posted by Mxtrmntr
TNT 1 got it too :p
But, as Proph stated somewhere at the beginning of the thread, ot only appears on some computers, so i guess it must have something to do with the graphic cards or so.
.
.
You are still running a TNT 1 card Mxtrmntr? That is what I had for a
long time. Got it back when AGP cards were a new thing...
Back when everyone was saying that Voodoo 3dfx
was going to rule the market. Some games even said on the box
that a Voodoo card was required. What bull! :lol:
.
.
I'll try Imago with OpenGL insead of D3D later and
share my experiences here. :D
:biorifle:
:cool:
Mister_Prophet
16th Jan 2002, 06:15 PM
I dont know what causes it, i never saw it, i think certain factors contribute to it's presence. I believe it's a card related thing, since most pp who see it have a similar 3d card.
Chrysaor
16th Jan 2002, 08:16 PM
Are you guys talking aobut the flame hom? I see that on my GeF3ti200 with both OGL and D3D.
Mister_Prophet
16th Jan 2002, 08:45 PM
i think it's the fog zone pipe
BangOut
16th Jan 2002, 08:49 PM
that fog zone pipe took HOM to a new level
Mister_Prophet
16th Jan 2002, 08:53 PM
yeah, but only if u can see it:)
BangOut
16th Jan 2002, 09:02 PM
you say more in here than in IRC
LXIXGTO
16th Jan 2002, 09:22 PM
Originally posted by Chrysaor
Are you guys talking aobut the flame hom? I see that on my GeF3ti200 with both OGL and D3D.
.
.
I think we are talking about the pipe HOM. Right?
.
The one that Mr Prophet used for his
thumbnail shot for the menu pop-up.
.
I've seen it on both D3D and Open GL now. :(
.
.
It must be a graphics card issue. :hmm:
We should take a real poll to see who sees it and
what card they use. :)
.
.
Here it is with a grenade reflected in the HOM:
LXIXGTO
16th Jan 2002, 09:26 PM
Oh....there is a small HOM for me in this shot too.
.
It is very small and doesn't affect gameplay.
(neither does the pipe HOM for that matter ... :) )
.
It is right under the crosshair in this shot:
LXIXGTO
16th Jan 2002, 09:34 PM
One little touch I liked in the map was the mirror effect
on the fire extinguisher box glass.
.
Question: Even a small mirror like this would affect
rendering speed, right?
.
.
The reason I ask is because the map runs kind of slow
on my system.
(256mb RAM, P2 400mhz, & 64mb Ge Force 2 MX card)
Though not as slow as DM-Brunel.
.
.
Mister_Prophet
16th Jan 2002, 09:55 PM
Everyone i know who has a voodoo 3 card has no problems, and thats what I have. That first HOM should NOT be there, the map has no error on my editor, i've checked. Must be a card issue with fog, you have 'fog' turned on right?
Chrysaor
16th Jan 2002, 10:01 PM
Who first did the mirrored fireextinguisher anyway? Faceless?
LXIXGTO
16th Jan 2002, 10:45 PM
Originally posted by Mister_Prophet
Everyone i know who has a voodoo 3 card has no problems, and thats what I have. That first HOM should NOT be there, the map has no error on my editor, i've checked. Must be a card issue with fog, you have 'fog' turned on right?
.
.
Yes, I tried it both ways.
(typed preferences into the console and changed it)
The shot I submitted was with D3D and with vertex fog on. :(
OpenGL was very much darker (and doesn't have a fog option)
than D3D but It was still there.
.
.
I know you don't have the problem (not that I ever doubted you :) )
because your thumbnail shot of it is HOM free. You are probably
right. It must be a card issue Mr Prophet. So far every post I've
seen here that has the same trouble as I has had an nVidia
graphics card. :hmm:
It would be great if someone who knows much about graphics
rendering and the Unreal engine would explain why the HOM
shows up with one type of card and not another.
:biorifle:
:cool:
LXIXGTO
16th Jan 2002, 10:47 PM
Originally posted by BangOut
It happenned to me too with my Radeon
.
.
I might be wrong but... doesn't Radeon use nVidia
chipsets in their cards?
:biorifle:
:cool:
Mister_Prophet
16th Jan 2002, 11:33 PM
Hmmmm, could it be simply related to D3D?
And yes, I got the first saw the mirrored fireextingishers in Faceless's map DM-Hyperboreal, it was a cool little detail that has never been repeated i don't think, till i added similar fireextingishers to my own maps. It's not my idea, I use them just like the millions of other mappers who make use of the "uplifted" tile effect, ect ect. Those extingishers were originally part of my much older, DM-TimeCrash, I didn't delete them when i exported that brief room into Imago.
Mister_Prophet
16th Jan 2002, 11:39 PM
I guess a way to figure that HOM out is to check out fog in other maps, perhaps other maps share the same error?
LXIXGTO
17th Jan 2002, 12:02 AM
Originally posted by Mister_Prophet
Hmmmm, could it be simply related to D3D?
.
.
I doubt it is D3D releated as many of us (myself included)
have seen the HOM in OpenGL as well. :(
.
I sure would like to know why that HOM error is
so inconsistant. :hmm:
.
This weekend I am going to Baltimore to see some friends.
One of them has a Voodoo 5 card in their 'puter. Perhaps I'll
try your map there to see if the HOM error still shows up. :D
.
.
Hey Mr Prophet, is this the Energizer bunny thread or what?!
It keeps on going and going and going ... :lol: ;)
:biorifle:
:cool:
Mister_Prophet
17th Jan 2002, 03:41 PM
I know, it keeps going and going...
Luggage
17th Jan 2002, 04:21 PM
HOM: What I'd be interested in: What is behind that fog? I'm too lazy to open it in UEd, so - what's the surface behind it set to?
Mister_Prophet
17th Jan 2002, 07:12 PM
I'd have to check, tho I don't know if it would matter.
LXIXGTO
17th Jan 2002, 08:15 PM
.
.
Why am I still interested in the HOM? Well, ...
Maybe because I have a map I made
some time back and tried my hardest to get a fog area
to work right but I couldn't. :( After a while I just chocked
it off to my old graphics card. But I opened the map today and
it still had trouble with the fog even with my new card. :(
.
.
... I had a thought ... since in UT fog=voumetric lighting
I checked to see if I had it turned off.
(most D3D users turn vol lighting to enhance performance)
Yes, it was turned off. I was able to see some fog now but the
HOM is still there; although it seems farther up than before. :hmm:
.
Here's another screen shot with a grenade in the HOM:
(notice it appears farther up than my last shot of it ... :hmm:)
LXIXGTO
17th Jan 2002, 08:45 PM
By the way ... what public server is running DM-Imago now?
.
Even though the bots kick my arse in there, ... I'd like to play the
map against some real people too. :D
.
.
Some nice ideas in that map. The pipes that vent when shot
is something I'd like to use in some of my maps. :)
And the Imago Trap is cool too. I love pressure traps. ;)
It's the only triggerable zone is it not?
:biorifle:
:cool:
Mister_Prophet
17th Jan 2002, 09:20 PM
"By the way ... what public server is running DM-Imago now? "
Dunno, I havent Played UT online lately, too busy mapping:)
"Some nice ideas in that map. The pipes that vent when shot
is something I'd like to use in some of my maps. "
Sure, Thats cool.
"And the Imago Trap is cool too. I love pressure traps.
It's the only triggerable zone is it not? "
Yes, tho there is a "trigger zone" thing, i never tried it.
Mister_Prophet
24th Jan 2002, 03:29 PM
Bump
Hey, why the hell not?
Evil_Cope
24th Jan 2002, 07:17 PM
why? because everytime a thread is bumped a fairy dies.
hmmm....
bumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbump bumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbump bumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbumpbump :)
Mister_Prophet
24th Jan 2002, 09:48 PM
Fairy killer.
You go to hell. You go to hell and you die.
Evil_Cope
24th Jan 2002, 10:17 PM
you know you love it really. :)
bump btw ;)
Mister_Prophet
24th Jan 2002, 11:07 PM
You can tell cus of my avatar.
Mxtrmntr
25th Jan 2002, 02:23 PM
Bump? Bump!
Hey, this wasn't meant to be a spam thread at the beginning, I guess :)
jreister
25th Jan 2002, 02:31 PM
bump!!
It became one
Mister_Prophet
25th Jan 2002, 11:15 PM
;)
Mister_Prophet
29th Jan 2002, 07:41 PM
Actually, when I think about it, DM-Imago should have had more pipes. Maybe a duck or two.
Mxtrmntr
30th Jan 2002, 12:13 PM
This thread will never die...
Mister_Prophet
30th Jan 2002, 03:30 PM
As long as my heart keeps beating, air circulates through my lungs, and my head remains on my body...this thread will never die.
Mxtrmntr
30th Jan 2002, 03:41 PM
Originally posted by Mister_Prophet
As long as my heart keeps beating, air circulates through my lungs, and my head remains on my body...this thread will never die.
And what if, for any reason, NC has to start a new board?:rolleyes:
Mister_Prophet
30th Jan 2002, 03:46 PM
then I'll be fu<ked i guess.
Mxtrmntr
30th Jan 2002, 04:32 PM
Maybe the admins would port it over to the other forums... they wouldn't let you down, I'm sure... kinda. Or you could copy it to the Team Phalanx board, or wherever you want :p
Mister_Prophet
30th Jan 2002, 07:50 PM
hmmmmmm
Mxtrmntr
14th Jun 2003, 05:29 AM
I knew this thread was still around. The last few posts have a strange, umm, irony, or so O_o
BangOut
14th Jun 2003, 10:11 AM
This thread will never die...
and it survived, while so many of its brethren have fallen
Mister_Prophet
14th Jun 2003, 03:17 PM
boo-ya!
The Imago never dies!
Rukee
16th Jun 2003, 12:10 PM
lmao!!
The l337 map thread!! :-)
Twrecks
16th Jun 2003, 12:11 PM
where's the lava? /jk
Mister_Prophet
16th Jun 2003, 03:23 PM
Lava bores me, too many maps have lava pits. IMO, really hot rocks are far cooler:)
militaryspetproject
5th Sep 2003, 03:12 PM
30 fps is more than fast enough
after all, the human eye can only see up to 25 fps - I read that online somewhere
It's about time mappers started pushing the envelope with 800 poly maps, UT is an old game and 800 polys would run just fine on most peoples PC's
Where the hell did this funny ****er go, anyway?
militaryspetproject
5th Sep 2003, 03:15 PM
Akuma!
You´re talking about Hagmans upcoming map?
Rumors are he is preparing a 1on1 Assault mappack which puts the UT-engine to the edge.
Can´t wait that long......
Play som Sci...][ until it will be released (Part 2 is out, limited edition! for registered fileplanet users only!)
LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! HAGMAN! LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! HIS NAZI MAPS! LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! THE GOLDEN AGE OF NC! :fluffle:
Mister_Prophet
5th Sep 2003, 04:13 PM
this thread is like 2 years old:)
Zarkazm
9th Dec 2003, 09:14 PM
Isn't it a shame how long a thread can stay on the first page without new posts?
Mister_Prophet
9th Dec 2003, 11:26 PM
Yeah I was thinking the same thing.
Twrecks
10th Dec 2003, 02:02 AM
I could take care of that :D
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.