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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sun 26 Dec 2010, 07:55 
Mutant
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Snipufin wrote:
I sense your computer clock is a year late, or you've kept those screenies for over a year.

?
Ragnaros wrote:

I love the idea. The map is dark and scary, it would be great to play some Zombie mode on this map!

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sun 26 Dec 2010, 12:02 
Super Mutant
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Snipufin wrote:
I sense your computer clock is a year late.

Lol yes, Ive turned off explorer.exe and some other processes connected with it but not vital. Why? One word: Vista. And lazyness (I have a licensed XP installer on a disk but).
But hey! Thanks for a precious comment, snipufin! :)

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sun 26 Dec 2010, 12:15 
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When i am on this map - want to open full map on screen. Mini-map to small for understanding xD


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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sun 26 Dec 2010, 12:23 
Super Mutant
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sito wrote:
When i am on this map - want to open full map on screen. Mini-map to small for understanding xD

I suggest you to view this map in editor just out of curiosity :)

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sun 26 Dec 2010, 12:31 
Mutant
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Subvein with your map in edit mode + full zoom lags even on my work desktop =D

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sun 26 Dec 2010, 12:37 
Super Mutant
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iflamberg wrote:
Subvein with your map in edit mode + full zoom lags even on my work desktop =D

Yeah also if you continue editing (or just lookin over) this map for more than 15 minutes your proc temperature will easily break 80 degrees border. I usually cant touch my laptop after working on this map for more than 30 minutes.
xP

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Tue 04 Jan 2011, 22:48 
Super Mutant
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:!:
Attachment:
BX_REFUGE v1.0.zip [61.77 KiB]
Downloaded 311 times

It's finnaly out.
Too lazy to translate looooong guide about stalker-style gameplay on this map from russian to english right now (ill do it but later) so here, enjoy some screenshots.

Image

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Some tips:
-Watch out anomalies.
-Use support, regen, self-repair, invisibility.
-Someone should always defend the flag.
-Dont stay under direct sun rays for too long.
-TEAMPLAY RAIDS FTW!

Preffered server rules:
cashrate=0
objectives list: flag-radio-truck-flag-radio-truck-truck-flag-radio-truck
gangsters=50
allowMercs=1
allowVehicles=1
friendlyFire=0

:D

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Wed 05 Jan 2011, 22:01 
Super Mutant
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Final version is out! Check out previous post or this awesome guide (in russian):
viewtopic.php?f=13&t=1214&p=11965#p11965
Use google-translate!
:)

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Thu 06 Jan 2011, 12:27 
Walking Encyclopedia
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Darn, final version?

That means the map's not gonna be playable with vehicles for teams... no way to get to surface with a car for teams, only mercs can get cars for the surface, while you basically can't use cars underground.

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Thu 06 Jan 2011, 16:05 
Super Mutant
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STM1993 wrote:
Darn, final version?

That means the map's not gonna be playable with vehicles for teams... no way to get to surface with a car for teams, only mercs can get cars for the surface, while you basically can't use cars underground.

Ok so I suggest you some things:
1)Download the map and walk around it.
2)Car-rush your opponent's station.
3)Join mercs and spawn some cars on the surface.

I dont know when was last time you played this map but cars are still useful underground AND on The Surface. Every time we play this map online there are dozens of cars on the surface (thanks to 2-3 only-mercs players).

Btw DM style matches are still popular on this map. 6 or more mercs (6 stalkers you may say) usually try to cooperate with each other which brings lots of fun too.

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Last edited by Ragnaros on Thu 20 Jan 2011, 08:48, edited 1 time in total.

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Thu 06 Jan 2011, 16:19 
Walking Encyclopedia
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I did download the map though, I like the new map design better than the old one.

Ah, so its more of a map for deathmatch and having it with mercs rather than purely team-based. Guess I didn't play it online to know that.

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Thu 06 Jan 2011, 16:28 
Super Mutant
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STM1993 wrote:
I did download the map though, I like the new map design better than the old one.

Ah, so its more of a map for deathmatch and having it with mercs rather than purely team-based. Guess I didn't play it online to know that.

O_O more for deathmatch??!
no waaaay...

It's all around the teamplay on this map! Team-raids on the surface, team stalking around the buildings to find some gangsters to loot money from, team-flag-defending, team-flagger-escorting, team-enemy-spotting/ambushing...
Single fact to proove it: Distance from flag to flag is >300m. DM you say?)) Nah, map is too big and surroundings are too aggresive to play there some stupid DM all the time. Extraction is all around strategy and teamplay here and has way more potential than DM/TDM.

However! Im stating the server in a minute! Join :)

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Fri 18 Feb 2011, 18:35 
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Finally done! :)
Attachment:
bx_Refuge v1.0.zip [70.73 KiB]
Downloaded 290 times


Thats how zombie mode maps should look like :D

check previous posts for screenshots

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sat 03 Sep 2011, 20:25 
Mortal
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Joined: Sun 07 Nov 2010, 15:47
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Call me a slowpoke, but I've finally managed to read the book. The first one, "Metro 2033", but not 2034 yet.
You know, reading this book after all the fights we had is unforgettable experience. You do recognize the places mentioned in the book — like you've been there before. You do understand the feelings coming inside the tunnel — it's all dark there just like here. You do fear the surface — it's even deadlier in the book. I still remember how scary it was to get the surface through a long way just to die horribly...
Is this map still being played?
P.S.: And zombie mod would be really awesome — both for subvein and this map.


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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Wed 02 Nov 2011, 08:14 
Geneshift Creator
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Hey Ragnaros, what stage of development is this map in? Any thoughts to add Outbreak support for it when done?

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Wed 02 Nov 2011, 18:34 
Super Mutant
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:O wow Bence, thanks for your reply! glad to hear that you're still looking for new maps :)

well first of all: Map is ready. It reached its final release stage half-year ago. Then I added some minor details, fixed some bugs and right now this map is polished enough so consider it 100% done.

Attachment:
Refuge. Final version..zip [69.76 KiB]
Downloaded 250 times

phase 1
Image
phase 2
Image

However I keep improving this map. Want it to be 200% done :) There is one huge empty area on south. If only I could delete that area -_-. Unfortunately I cant, so I decided to fill it with something... unsignificant... sooner or later. Maybe a couple of houses, some empty streets, anomalies... but no objectives, no bots, nothing affecting gameplay. Just one big (and dangerous) place free to explore. Maybe it will be more difficult to hide from radiation in that area, maybe not... I dunno what to do with that area basically so Ill keep experimenting untill I find something suitable. Stay tuned.

Whats about outbreak support... It's perfect for Outbreak! I mean just take a look at it! no, go play it! =DD no comments, just play it. Rules are simple: ZERO cashrate, max bots, take 5 self-repair, 5 invis; objectives are truck-radio-flag-truck-radio-flag.

Oh and if you're still looking for new or not-so-new maps - I have 4-5 maps which are still WIP.

ps: Seems like it's time to get back to map-making, isnt it? :D Just tell me when I should start another map-making spree, have a loooot of fresh ideas for new kickass maps. Got some exprience in map-editing so it's just a matter of time and motivation. ;)

pss: will translate map-guide soon, 2-3 days and consider it done))

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Wed 02 Nov 2011, 19:50 
Mercenary
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Such an awesome map, looks delicious :D . Good job with this one, Ragnaros! :)


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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Fri 27 Apr 2012, 15:03 
Geneshift Creator
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Just played through this again. I'd love to make this map official so we can feature it as one of the biggest Outbreak maps. I think it still needs a bit more polishing though. It's already very nice but there are just a few things here and there which just feel a bit cluttered/random. Don't get me wrong, there are some parts in this map which are just amazing and absolutely perfect for zombie survival. Big maps like this always take a long time to polish perfectly, but it's possible! Anyway we'll have to do a playthrough once v0.99 comes out with Outbreak and then hopefully we can polish it up before v0.7! Need to make sure it works with other game modes as well of course, so much playtesting is required. Looks really good though!

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Fri 27 Apr 2012, 20:24 
Super Mutant
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bencelot wrote:
I think it still needs a bit more polishing though. It's already very nice but there are just a few things here and there which just feel a bit cluttered/random.

Yea, actually I was plannning to redesign some of these "random places". In fact there are still some place-holders which is certainly no-good for any official Subvein map. A bunch of random boxes here, pack of copy-paste tiles there... Well, if you want me to make it perfect and fix all these issues - give me 2 days and it will be done (holidays here). :)

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 Post subject: Re: bx_Refuge [WIP]
PostPosted: Sat 28 Apr 2012, 05:27 
Geneshift Creator
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Awesome, very excited to see it. Btw lots of the feedback I gave for your gangwars map applies here as well. Infact it applies to almost all custom maps really, but yeah something to think about.

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