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Thread: itt: sel begins unwrapping cliffs, makes shitty map better

  1. #111
    . .Wolf™'s Avatar
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    Re: [WIP] Revelations

    Its good.And the best way to actually win a game in it would be pure teamwork.But most players dont work that way..I dont think the gameplay would change that much moving the teleporters outside.And not more speed.

  2. #112
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    Re: [WIP] Revelations

    Which is why I'm hoping to get this played in HPT gamenights, they do use teamwork for the most part, and that's where I hope to find the more minor balance issues and iron them out.

  3. #113
    i'd rep if i had any... MissingSpartan7's Avatar
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    Re: [WIP] Revelations

    hmm...i am agreeing 60% with tele plan, but overview looks kinds like avalanche
    ...may have already been said

  4. #114
    Untruely Bannable~ Inferno's Avatar
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    Re: [WIP] Revelations

    Man cannons and grav lifts in CE fail.

    No fail lifts please.

  5. #115
    . .Wolf™'s Avatar
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    Re: [WIP] Revelations

    Hey lets delete the rest cause it wont have any gameplaypurpose.No even if it synced it wouldnt do much for gameplay.Worse if anything.So no,No Mancannons..

  6. #116
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: [WIP] Revelations

    I say make little caves or something so when you get teleported you don't end up in the driving line.

  7. #117
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    Re: [WIP] Revelations

    wootles



    Last edited by Sel; April 23rd, 2009 at 08:57 AM.

  8. #118
    Hmmm... MetKiller Joe's Avatar
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    Re: [WIP] Revelations

    For some reason, that looks more star wars to me than forerunner.

    Looks good, though.

  9. #119

    Re: [WIP] Revelations

    turn specular on you nub... those shots would look so much better.

  10. #120
    For Gnomejas sevlag's Avatar
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    Re: [WIP]Revelations

    Quote Originally Posted by Selentic View Post

    Also my issue with that teleporter arrangement is that it dumps the player out in the middle of a driving path
    that right there is a game breaker as you'll have one or a few campers setting up shop at that exit with shotgun or a warthog ontop of it to block it....maybe move the node to a area where people aren't dumped into harm's way but still allow it to shorten the paths while not cutting out the middle rooms?

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