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Edited by Rocky, 25 May 2006 - 09:41 PM.

Posted 24 May 2006 - 10:49 PM





Edited by Rocky, 25 May 2006 - 09:41 PM.

Posted 25 May 2006 - 02:03 AM
Posted 25 May 2006 - 09:43 PM


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Posted 25 May 2006 - 10:02 PM
Posted 25 May 2006 - 11:38 PM
Edited by =TOL=Wardog1368, 25 May 2006 - 11:39 PM.
BRING BACK THE CLASSIC!!!
Posted 26 May 2006 - 01:44 AM
Posted 26 May 2006 - 03:11 AM
Posted 26 May 2006 - 03:55 PM


Posted 26 May 2006 - 11:14 PM
If there is an issue with the command map not working where you just get "out of bounds" beeps then you are missing your shermanlevel (if I remember correctly) you may have also just accidentally grouped it with a room, which it should not be grouped with anything.
You can make a map more "AI-friendly" by adding more collidable objects. The .sht file that is generated generates all of the path-points between walls, rocks, etc.
Befroehand thanks ELEMENT11 for the map !!
theres some ground to fix , sound of steps in dif, textures, some colision and levels in the entrance of the first level of the bdg. with Grafiti the transition from steps to first level "sherman ' , in the cave theres "glitches" and some walls of the same texture of cave , under the bdg. of grafiti some trouble when the character steps out from under , you are out o map lost the level .
for now this are the ones We saw didnt have to much time to test, runs smooth.
good map for MP firefights and Close Combat.
cheers
nice map for good firefights

Posted 28 May 2006 - 05:02 AM

Posted 28 May 2006 - 09:04 AM
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Posted 11 June 2006 - 03:33 AM

Posted 11 June 2006 - 03:43 AM
Posted 11 June 2006 - 09:29 AM
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