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Inf_WarFare2

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Pub
OldUnreal Member
Posts: 50
Joined: Sun Aug 07, 2005 5:29 am

Inf_WarFare2

Post by Pub »

I decided I'd remake a classic that I love playin, from scratch, good old warfare. I made it prettier, added a destructable wall among other things. I took out the back hallways leading to the other base, ive only seen people camp there noone ever really used it excessively. If anyone thinks i should add it in inform me :). Also if anyone has any ideas for things they want to see in this let me know.
I made it so both teams have a gliding mover to the at4 and put the at4 in a hole with a mover cap over it that takes 15 seconds to open, 10 until you can get it, this should give the upper team sufficent time to get to it so its not a one sided battle for them.
The destroyed wall in the main battle area adds to strategic cover, complimented by the fragments of wall on the ground. I included 2 nades and 2 robars, i dont think warfare had them before.
In all I havnt changed the map in essence, but i have made it more even base to base, and made for more cover and strategy.
The old familiar bat sounds and mechanical hummings are included aswell.
I added two mini nali statues as easter eggs, try and find em ;).
[img]http://i19.photobucket.com/albums/b165/lolhehe/WF1.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/WF2.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/WF3.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/WF4.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/Shot0013-1.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/Shot0014-1.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/Shot0015.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/Shot0016.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/Shot0017.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/Shot0018.jpg[/img]
[img]http://i19.photobucket.com/albums/b165/lolhehe/Shot0019.jpg[/img]
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Inf_WarFare2

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Although the look is cool, numerous errors can appear, and the reason is pretty dull: brushes are not aligned to grid as they should be. I know what I'm saying, as it happened to me sometimes and I had to use MainScale Y=1.2 to allow the bugged hallway to connect two rooms.
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Pub
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Re: Inf_WarFare2

Post by Pub »

you got some errors?
Re-do in order?
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Inf_WarFare2

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Nah, my brush was somehow misaligned but the property window said it wasn't. It was really a bug. But I recommend you, and anyone who doesn't, to align brushes to grid as much as possible (at least 1 units, although I align basic brushes to default 16 and levers, elevators and very thin stuff to at least 4).
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Pub
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Re: Inf_WarFare2

Post by Pub »

Oh ok, yeah i always set my grid to 1 so i can be accurate, but if it can cause problems ill give that a try.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Inf_WarFare2

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

IMHO it's more accurate to use grid of a bigger size. :P
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Pub
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Re: Inf_WarFare2

Post by Pub »

i dont really understand
Grid set at one you can move a brush from here to here . .
set to something like 32, . .
sometimes you just cant line stuff up.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Inf_WarFare2

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I meant this: if you use grid size 1, you'll most likely misalign something, which is totally visible in most Inf maps, you know, the places where one bit of floor is a tiny bit up/down of the other bit of floor. That's what causes warping and HOMs, let alone other sorts of errors. When you use a bigger size grid, it's not likely that that sorts of problems will arise.
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Pub
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Re: Inf_WarFare2

Post by Pub »

oh, that doesnt usually happen to me, if it does i just decrease or increase the size of something by 1 or till it fits in a way that people wont notice something wonky
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Inf_WarFare2

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Well, errors happen even to über1337masters, and yeah, always keep in mind to set size of every brush so that it is divisible by at least 4 (I try to keep it 128, even for symetric things aka whole map). ;)
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