Search found 13 matches
- Thu Feb 01, 2007 7:33 am
- Forum: Map releases
- Topic: Moonstation - [MAP PREVIEW]
- Replies: 15
- Views: 2486
looks nice and rusty ;) is the grav going to be one-sixth of earths? (uh about 133 in quake terms)? one of the many maps i have sitting unfinished on my hdd is a moon map - i was gonna have a nice earth sky too. the difference is that mine was set in a crater - i was going to use gensurf to do most ...
- Wed Jul 12, 2006 3:51 am
- Forum: Level Design & Editing
- Topic: modelling tools
- Replies: 14
- Views: 695
- Wed Jun 21, 2006 8:53 am
- Forum: Level Design & Editing
- Topic: modelling tools
- Replies: 14
- Views: 695
- Wed Jun 21, 2006 8:41 am
- Forum: Level Design & Editing
- Topic: Useful scripts
- Replies: 106
- Views: 12282
this beats the netgraph toggle alias (in my opinion)
the graph stays up only as long as you press the key
the graph stays up only as long as you press the key
Code: Select all
//netgraph toggle
alias +net "netgraph 1"
alias -net "netgraph 0"
bind z +net
- Tue Jun 21, 2005 2:25 am
- Forum: Level Design & Editing
- Topic: ctf entities?
- Replies: 8
- Views: 351
the flag file is external, and im not sure if you could do it internally (what happens when they try and play the map in normal teamplay?) as for the spawns, on normal maps converted to ctf maps (with the addition of the external flag file), both teams spawn and the info_plaer_deathmatch's as usual,...
- Mon Jun 20, 2005 9:20 am
- Forum: Level Design & Editing
- Topic: ctf entities?
- Replies: 8
- Views: 351
- Sun Jun 19, 2005 9:31 am
- Forum: Level Design & Editing
- Topic: ctf entities?
- Replies: 8
- Views: 351
ctf entities?
are there any tng ctf specific entities?
im making a map with ctf in mind, and i was wishing that there was a little more control over tings like spawns (both teams spawn at all spawns), and the flags (having the flag and drop point separate).
im making a map with ctf in mind, and i was wishing that there was a little more control over tings like spawns (both teams spawn at all spawns), and the flags (having the flag and drop point separate).
- Sat Sep 04, 2004 4:30 am
- Forum: General
- Topic: Map ideas, anyone?
- Replies: 53
- Views: 2855
masa the reason its mario2 a is because everyone (aussie community) wanted a smaller version. i based the original version on the idea that the distance between the lower forts is a strafe jump. so its a lot bigger, you may prefer it: http://members.optusnet.com.au/kchoy69/filez/random_files/maps/ma...
- Fri Sep 03, 2004 7:00 am
- Forum: General
- Topic: Map ideas, anyone?
- Replies: 53
- Views: 2855
- Thu Sep 02, 2004 10:24 am
- Forum: General
- Topic: Map ideas, anyone?
- Replies: 53
- Views: 2855
i have lots of cool ideas, but since i map i keep them all to myself. MUAHAHAHAHA no not really. i base my maps around gameplay - details and all tat come second. everyone here should know how cool the battles on the top of cliff2 are... so the gameplay element there is the high point with spawns on...
- Thu Sep 02, 2004 12:42 am
- Forum: Suggestions & Comments
- Topic: links in sigs
- Replies: 2
- Views: 1229
links in sigs
i cant seem to get mine working....
ive tried the bbcode with a description, without (like it is now) and html tags too.
any ideas?
oh yeah, ive got some news you guys might want to put on the front page - who do i contact?
ive tried the bbcode with a description, without (like it is now) and html tags too.
any ideas?
oh yeah, ive got some news you guys might want to put on the front page - who do i contact?
- Wed Sep 01, 2004 10:23 am
- Forum: General
- Topic: The big CFG Post
- Replies: 132
- Views: 6145
yeah im not gonna post all of mine here, but you can download it: http://www.aq2world.com/downloadfile.php?id=242 thats my main cfg, the scripts are in a second cfg, and i have modified cfgs for DM and darkmatch with appropriate keys rebound/unbound (like health status for DM) just the interesting b...
- Tue Aug 31, 2004 8:48 am
- Forum: General
- Topic: Hello from Australia!
- Replies: 22
- Views: 1285