.: ZombieMod Recommended Maps
Moderators: c0ldfyr3 , Mods , [CSSMC]
Posts: 422 Joined: Sun Jun 25, 2006 10:03 pm
Location: Belgium
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by icebreaker » Wed Aug 30, 2006 4:16 pm
whatever you want man, after all it's ur map
Posts: 578 Joined: Fri May 05, 2006 7:00 am
Location: Netherlands
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by Games » Wed Aug 30, 2006 4:17 pm
Well i dislike to much open space, offcourse there's notting wrong with some open space area's for tactical use.
Never rush out a map unless you need it for extra playtest with feedback etc.
Posts: 119 Joined: Thu Jul 20, 2006 10:48 pm
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by Something » Wed Aug 30, 2006 4:21 pm
Yea, there is going to open spaces, but it will be stewn with debris.
Posts: 83 Joined: Tue Jul 18, 2006 2:14 pm
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by ebola » Sun Sep 03, 2006 7:14 am
Something wrote: Yea, there is going to open spaces, but it will be stewn with debris.
and dead zombie bodies
Posts: 15 Joined: Sat Aug 26, 2006 1:06 am
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by radlations » Wed Sep 06, 2006 11:14 pm
hmmm.
i say put a giant useless building in the empty space and call it done
zmleague>
Posts: 119 Joined: Thu Jul 20, 2006 10:48 pm
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by Something » Thu Sep 07, 2006 12:21 am
Nah, I want to make a good map, not another cruddy map.
Posts: 56 Joined: Mon May 15, 2006 4:19 am
Location: Fox in a box
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by errordotocx » Thu Sep 07, 2006 3:07 am
Awesome job something. Wish I would of been there to try the further versions of the map. But if you couldn't tell. I kinda...left the scene...in a sense. But awesome job bro. It wtf pwnzors.
-[Aura]Error.ocx
Posts: 28 Joined: Sun Aug 27, 2006 5:15 am
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by CyberMew » Thu Sep 07, 2006 7:32 am
make it empty first, and release it with the tag beta
then make any changes, little bug fixes like fps or texture etc.. or add the building to fill up the space if people see fit, then give it a real name, and tag it final
Posts: 88 Joined: Fri Sep 01, 2006 8:36 am
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by sheryip » Thu Sep 07, 2006 9:15 am
anyone got a working link to dl the map
Posts: 119 Joined: Thu Jul 20, 2006 10:48 pm
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by Something » Thu Sep 07, 2006 10:40 am
I actually went through 2 Alphas to get to this state right now. Also, I'm planing to make a few buildings explorable, then make more later.
Posts: 248 Joined: Sun Jun 04, 2006 1:36 pm
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by icepick66 » Thu Sep 07, 2006 2:59 pm
you need light sources on the 2 lights on the top and bottom picture
Zombie server: 136 maps, 36 slots, fast download, Intelebot, Anti spawn camping!
Long time zombie mod supporter
Posts: 578 Joined: Fri May 05, 2006 7:00 am
Location: Netherlands
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by Games » Thu Sep 07, 2006 3:17 pm
Well i can't wait to play the next version. Perhaps do a closed beta session again to get some feedback.
Posts: 119 Joined: Thu Jul 20, 2006 10:48 pm
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by Something » Thu Sep 07, 2006 6:59 pm
Ice: Those come from windows you can't see in the pics.
Games: Perhaps, I'll see how it works out.
Posts: 119 Joined: Thu Jul 20, 2006 10:48 pm
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by Something » Thu Sep 07, 2006 10:45 pm
Oh, about everyday or so, I'll release a screenshot:
Nice to hear fromy ou Error!
Posts: 139 Joined: Sat Apr 29, 2006 2:18 am
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by personaljihad » Fri Sep 08, 2006 12:04 am
Looks like it's coming along nicely.
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