Gentle Nudge?

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W0RF

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I know I'm being an impatient baby, but I've been working on an update of ColaWars for UT2004. Yes, I know, remake, not original, n00b, etc etc etc. It's just something I threw together for BeyondUnreal's weekend frag session. If you ever get the chance to have a look, though, you'll see it's not just Port -> Scale 1.25 -> Import Textures -> Rebuild -> Save. It's a full-on, top-down remake for 2004 gameplay.

Anyway, my question is, what is the general turnaround time for maps to be accepted, and will I be notified if it is rejected? I uploaded the map last night in the hopes that it could be distributed to people in time for this weekend's FragBU. Any help would be greatly appreciated.
 
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W0RF

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THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU

Let the 0.5 reviews commence! \o/
 

W0RF

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Hi. Gripe again. I posted an update two days ago and it hasn't shown up yet.

It's lame to have to patch a map the very next day but I suddenly had an extra week, and one complaint repeated by everyone. Sadly, that warrants a fix.
 
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W0RF

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w00t.

You are teh rock.

Just don't ever play it. You would trojan-horse my PC just to prevent me from ever lighting a map that way again. ;)
 

W0RF

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The lighting if fine, if not wonderful. All lighting is sourced, there's no zonelighting, no washed-out textures, nothing that makes you go omf that's bad. It's not bad, it just isn't l33t; it really has more to do with Hour's mastery of the editor, compared to my grand total of one published map.

I spent a solid month rebuilding this map, which imo is plenty of time considering we just wanted a conversion that was playable on the FragBU server. People are having a lot of fun playing it, and they don't fall out of world or get stuck on architecture or anything stupid like that. For a ported / converted map with a limited release, that's fine by me, and certainly not worth bothering the FragBU crowd with 12 different updates of the map. I put it through 4 semi-open betas to make sure to avoid exactly that.

On any future maps I do, there will be much more attention to detail (and much less BSP brushwork). It was really more of a wink toward Hourences, level-design guru and author of many of my printed tuts. :cheers: