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Old 17th Feb 2000, 12:16 AM   #1
Lead Designer
bastard_o's Avatar
Join Date: Aug. 20th, 1999
Location: Epsom, Surrey, England
Posts: 1,476
Message for Dom536

Hi Dom536

Oddly enough this caught my attention [img]/infopop/emoticons/icon_smile.gif[/img] I happen to be the author of the two levels you mentioned, Terrain will not be changed, but as luck would have it I am porting the Hillbase level at the moment, because I had a few requests for it (Plus I like it too ).

My plan you will hopefully will be pleased to
know is this...

You gave me a good idea... Thanks...

I have redone all of the path nodes, what a job [img]/infopop/emoticons/icon_frown.gif[/img] but it really needed it.

I will be at the start of the level starting each team in a seperate halfs of the level.

So there can be a big rush to take the base, I can then trigger all player starts of both teams to spawn into slightly closer locations .

I have thought about this for a while now and I think that would really work well, there will always be a constant battle to control the base...

Any input would be cool too, I will not be changing much of the main geometry, because the poly count is only just exceptable as it is, unless of course some clever level analysis comes up with a cunning plan [img]/infopop/emoticons/icon_smile.gif[/img]

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Old 18th Feb 2000, 10:45 AM   #2
Infiltration Sound Engineer
INF_Neo's Avatar
Join Date: Nov. 30th, 1999
Location: Heidelberg, Germany
Posts: 2,388
Re: Message for Dom536

Make sure to tweak it a little bit [img]/infopop/emoticons\icon_wink.gif[/img] so it's more exciting to play it. Maybe a bit more cover when you storm the base
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