Sauron Flags
Sauron Flags
Hi,
I made these flags
The default flag resolution is 128x64 this one is 256x128.
Here you can see 128x64 being used(this one is also in the .rar)
If you don't want to change the standings of the flag only copy the tga files.
Screenshots Download
Extract this in user
I made these flags
The default flag resolution is 128x64 this one is 256x128.
Here you can see 128x64 being used(this one is also in the .rar)
If you don't want to change the standings of the flag only copy the tga files.
Screenshots Download
Extract this in user
Re: Sauron Flags
Thx Persian , Comic Sans because I really like the comic look of it. (TF2 feeling)
Still have psd's dough..
Still have psd's dough..
Re: Sauron Flags
I think it could be possible but don't know for sure since i can't figure out what to do with ".ghl" & ".ghb"
This could be useful
This could be useful
Re: Sauron Flags
I can only figure out what .ghb does, but i am pretty sure it is not right.Sauron wrote:I think it could be possible but don't know for sure since i can't figure out what to do with ".ghl" & ".ghb"
This could be useful
Re: Sauron Flags
Is this my saiyanswarehouse(final) spawn/ weapons change? Looks like it.Sauron wrote:Hi,
I made these flags :lol:
The default flag resolution is 128x64 this one is 256x128.
Here you can see 128x64 being used ...
Been asking around but no one has any feedback or opinion.
Four shotties in each base ... I think I should put just 2 ... what do you think?
in the images bellow, S = Spawn Point, Red = remove shotty, Green = add/ move shotty.
What do you think?
Edit:
Added third image, you can see all 6 spawns. Thinking bout putting shotty where the green line is in last image (swhf3) too but also thinking, 4 spawns access to shotty with 2 having access to HMG, .44 and SMG is good enough.!?
Re: Sauron Flags
You are on the screenshots and it is your server :pTrekker wrote:Is this my saiyanswarehouse(final) spawn/ weapons change? Looks like it.Sauron wrote:Hi,
I made these flags :lol:
The default flag resolution is 128x64 this one is 256x128.
Here you can see 128x64 being used ...
Been asking around but no one has any feedback or opinion.
Four shotties in each base ... I think I should put just 2 ... what do you think?
in the images bellow, S = Spawn Point, Red = remove shotty, Green = add/ move shotty.
What do you think?
Edit:
Added third image, you can see all 6 spawns. Thinking bout putting shotty where the green line is in last image (swhf3) too but also thinking, 4 spawns access to shotty with 2 having access to HMG, .44 and SMG is good enough.!?
Four shotties seems overkill idd
Four health packs total is 40/60%?
if 100% I would remove 2 packs.
Not sureNijogeth wrote:I can only figure out what .ghb does, but i am pretty sure it is not right.Sauron wrote:I think it could be possible but don't know for sure since i can't figure out what to do with ".ghl" & ".ghb"
This could be useful
or
GHB
Re: Sauron Flags
@ Sauron
Just checked, all Small Health are default (10)
All Large Health are default (50)
Funny, one spot had 3 small health pickups (we only see one) just noticed it and it is fixed now.
Will move shotties where I marked with green (not swhf3) so there are only 2.
I was asked to do that since it was camper's heaven lol
I will also move the C4s in front of the two spawns higher up towards the health.
Phone company is out working on my phone line, had to bring server down will do this later, may be by then I get more opinion.
Thanks for the input, much appreciated.
Just checked, all Small Health are default (10)
All Large Health are default (50)
Funny, one spot had 3 small health pickups (we only see one) just noticed it and it is fixed now.
Will move shotties where I marked with green (not swhf3) so there are only 2.
I was asked to do that since it was camper's heaven lol
I will also move the C4s in front of the two spawns higher up towards the health.
Phone company is out working on my phone line, had to bring server down will do this later, may be by then I get more opinion.
Thanks for the input, much appreciated.
Re: Sauron Flags
Should've made a thread in the map fixes but there be no releases.
Strange list with this map, 2/ 3 instances of entities repeated in same spot multiple times.
Model's that have no place.
Each end of the map where the flags are, is different from the another.
But it is all done and it feels different:
Check the width, blue side vs red:
Strange list with this map, 2/ 3 instances of entities repeated in same spot multiple times.
Model's that have no place.
Each end of the map where the flags are, is different from the another.
But it is all done and it feels different:
Check the width, blue side vs red:
Re: Sauron Flags
Each end of the map I noticted this when playin years back when this was on a server only running that map.Trekker wrote:Should've made a thread in the map fixes but there be no releases.
Strange list with this map, 2/ 3 instances of entities repeated in same spot multiple times.
Model's that have no place.
Each end of the map where the flags are, is different from the another.
But it is all done and it feels different:
Check the width, blue side vs red:
you could shoot the flagcarrie alot easier when they where running away and caring the red flag.
The models probally has something to do with that it is really hard to keep track of what you did do and have to do every thought "i have to check this edit that etc.." has to be writen down or memoriesed very well otherwise losing track of what to do next is inevitable
Re: Sauron Flags
I actually never go above changing spawns, weapons or something that is broken ... funny you say this but every map edit, I create a folder and every change or groups are saved with time and date.
Besides, to get a new untouched entities list, I can use QuArK or just dump another using SoFplus.
There was a "trigger_hurt" for instance ... you ever notice running in to something that "hurt" and caused you die or lose health/ armor on both versions of this map?
Opened the map in QuArK and seems like there was supposed to be a moat/ ditch surrounding the map but I only noticed it at each end, (where the width differences are). possibly a longer project that was cut short.
I still think it is a great design/ idea for a map. Good job Saiyan
Besides, to get a new untouched entities list, I can use QuArK or just dump another using SoFplus.
There was a "trigger_hurt" for instance ... you ever notice running in to something that "hurt" and caused you die or lose health/ armor on both versions of this map?
Opened the map in QuArK and seems like there was supposed to be a moat/ ditch surrounding the map but I only noticed it at each end, (where the width differences are). possibly a longer project that was cut short.
I still think it is a great design/ idea for a map. Good job Saiyan
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