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Editing and Customization => Community Content => Community Releases => Topic started by: Sess1on on November 16, 2009, 09:18:58 am

Title: Ge_Grid by Sess1on
Post by: Sess1on on November 16, 2009, 09:18:58 am
CURRENT STATUS OF MAP: 100%

=Map Pack Download= (http://wcservers.net/major/files/martini.exe)

(http://img59.imageshack.us/img59/856/gridwip041101.jpg)
(http://img852.imageshack.us/img852/10/gridwip041102.jpg)
(http://img163.imageshack.us/img163/6694/gridwip041103.jpg)
(http://img194.imageshack.us/img194/8418/gridwip041104.jpg)



All content below this line is of the original post on November 2009.


I started working on a map based on Grid from Perfect Dark. I know there is another custom one out there but here is mine. It is highly work in progress and a lot still has to be done. I thought I would throw some pics up to get some feedback.

(http://img22.imageshack.us/img22/5278/gegrid.jpg)
(http://img22.imageshack.us/img22/3453/gegrid0042.th.jpg) (http://img22.imageshack.us/i/gegrid0042.jpg/)(http://img694.imageshack.us/img694/7254/gegrid0041.th.jpg) (http://img694.imageshack.us/i/gegrid0041.jpg/)(http://img256.imageshack.us/img256/6049/gegrid0040.th.jpg) (http://img256.imageshack.us/i/gegrid0040.jpg/)(http://img694.imageshack.us/img694/8853/gegrid0039.th.jpg) (http://img694.imageshack.us/i/gegrid0039.jpg/)(http://img21.imageshack.us/img21/6083/gegrid0038.th.jpg) (http://img21.imageshack.us/i/gegrid0038.jpg/)
(http://img692.imageshack.us/img692/5021/gegrid0031.th.jpg) (http://img692.imageshack.us/i/gegrid0031.jpg/)(http://img291.imageshack.us/img291/3593/gegrid0029.th.jpg) (http://img291.imageshack.us/i/gegrid0029.jpg/)(http://img694.imageshack.us/img694/4356/gegrid0027.th.jpg) (http://img694.imageshack.us/i/gegrid0027.jpg/)(http://img20.imageshack.us/img20/6203/gegrid0025.th.jpg) (http://img20.imageshack.us/i/gegrid0025.jpg/)(http://img697.imageshack.us/img697/6817/gegrid0023.th.jpg) (http://img697.imageshack.us/i/gegrid0023.jpg/)

Thanks!
Title: Re: Ge_Grid by Sess1on
Post by: major on November 16, 2009, 09:26:51 am
WOW......looks great, can't wait to see it in-game!
Title: Re: Ge_Grid by Sess1on
Post by: kraid on November 16, 2009, 09:58:18 am
Don't overdo it with colorfull lights. Others than that, it's looking great.
Title: Re: Ge_Grid by Sess1on
Post by: Kinky on November 16, 2009, 05:34:36 pm
idk i dig the colour :P

Cant wait to play this, looks like a breath of fresh air
Title: Re: Ge_Grid by Sess1on
Post by: drukqaddik on November 16, 2009, 06:11:31 pm
halo theme?
Title: Re: Ge_Grid by Sess1on
Post by: Storm101 on November 16, 2009, 06:30:59 pm
Looks great. I like the colorful theme. A nice refresher for a classic map. I look forward to playing on it.
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on November 16, 2009, 07:40:38 pm
looks to fruity to me...the greens especially. I would prefer some lighter colors and not so blinding with color transparencies. Other than that, looks fantastic.
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on November 16, 2009, 08:18:58 pm
Thanks for the all the comments! And no its not a Halo theme; just a general space theme. The layout is locked and the only thing I really need to do is the elevator which will be tricky. Other than the layout the architecture and lighting are not done and more detail still need to be added.
Title: Re: Ge_Grid by Sess1on
Post by: Kinky on November 16, 2009, 08:26:15 pm
Can you do the lighting last if you are going to make it less bold? I like it how it is and i want that version xD
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on November 16, 2009, 08:27:58 pm
Haha do not worry Kinky, the lighting will not change that much.
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on November 16, 2009, 10:32:41 pm
Haha do not worry Kinky, the lighting will not change that much.

ah shit. No offense, but I might be playing scoobys Grid then :( Guess I will have to see how it looks in game since the pictures are too fruity to me...
Title: Re: Ge_Grid by Sess1on
Post by: drukqaddik on November 16, 2009, 11:07:47 pm
it doesnt look bad.... i just cant get past that galo feel
Title: Re: Ge_Grid by Sess1on
Post by: Kinky on November 17, 2009, 12:34:58 am
I think its nice that itll stand out so much from the GES maps. If there was a set of PD recreations following this style it would be a nice visual cue to pull them togther as a set.

And it reminds me more of Mirror's Edge than Galo (which i hate btw xD)
Title: Re: Ge_Grid by Sess1on
Post by: Doc.NO on November 17, 2009, 01:12:59 am
looking great, I dig the colors too.
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on November 18, 2009, 09:57:11 pm

And it reminds me more of Mirror's Edge than Galo (which i hate btw xD)

hahaha, i have never heard anybody use the term galo for halo. That is awesome. Totally saying that from now on.
Title: Re: Ge_Grid by Sess1on
Post by: Sergeant Kelly on November 24, 2009, 06:00:32 am
Ooh, pretty colors and curvy layout! I like!

I can imagine some fun, hectic games going on in a smaller map like this.
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on November 25, 2009, 04:13:42 am
I'm on the fence with the colours... I would tone them down a little, though.
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on December 02, 2009, 01:28:48 am
I am almost finished and will release a beta version for everyone to play soon. Thanks for a lot of the feedback and comments. The only problem I have encounter so far is the elevator and am not sure what to do besides the ladder in the shaft. Other than that, it is almost ready to be played.
Title: Re: Ge_Grid by Sess1on
Post by: StrikerMan780 on December 02, 2009, 04:37:40 pm
Quote
And it reminds me more of Mirror's Edge than Galo (which i hate btw xD)

Hey, Halo 1 (PC Especially) was a good game. >:( By no means the greatest game, but it was good. Focus your hate on Halo 2 (PC Especially... Halo 2 PC Port was FUCKING horrible, mainly due to being ported by an obscure company populated by shit-flinging monkeys, rather than Gearbox who did the PC Version of Halo 1.) and Halo 3.
Title: Re: Ge_Grid by Sess1on
Post by: Maxaxle on December 08, 2009, 02:28:03 am
Just needs better lighting IMO.
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on January 13, 2010, 03:04:34 am
(http://img94.imageshack.us/img94/1255/gegrid01.th.jpg) (http://img94.imageshack.us/i/gegrid01.jpg/)(http://img707.imageshack.us/img707/5599/gegrid02.th.jpg) (http://img707.imageshack.us/i/gegrid02.jpg/)(http://img705.imageshack.us/img705/8279/gegrid10.th.jpg) (http://img705.imageshack.us/i/gegrid10.jpg/)

Just a little update. Almost finished and will be releasing soon.
Title: Re: Ge_Grid by Sess1on
Post by: EMH Mark I on January 13, 2010, 04:29:05 am
Really looking forward to this map.  I particularly like the room full of pot plants, because runway and archives just isn't enough.  ;) 
Title: Re: Ge_Grid by Sess1on
Post by: kraid on January 13, 2010, 12:56:36 pm
This map is comming along pretty good.
Also i still think you should desaturate the lightning a little, otherwise ppl will get bleeding eyes and stop playing this map.
Title: Re: Ge_Grid by Sess1on
Post by: killermonkey on January 13, 2010, 01:34:12 pm
Wow I love it. Can't wait to play this looks like a lovely small map for those times when you only got 4 players :-D
Title: Re: Ge_Grid by Sess1on
Post by: V!NCENT on January 13, 2010, 02:18:01 pm
Never played this map before (never really played PDark... and played it when that game was already old) but I really like it! Looks classical :D

And the lightning is realy professional. Blue and green mix really well and mask the overal lack of detail of the map (with white light it looks totally boring.

There is just one thing that I can't stand: you see the light 'comming from the lights'. This only happens when it's foggy, so either add some serious fog or completely remove that light that's comming from the... lights.

*fsck my english dictionary is too limited*
Title: Re: Ge_Grid by Sess1on
Post by: Kinky on January 13, 2010, 07:21:03 pm
I freaking love it. It will be the first custom GES map i play xD
Title: Re: Ge_Grid by Sess1on
Post by: WatchMyTrace on March 13, 2010, 01:58:33 pm
Hmmmmmm somehow this looks a tad familiar...  Oh right! I did the the same map too although I haven't been able to actually play your version from the pics I like what you've done with it a good variation on a original classic.  Don't worry what people say about the lighting the original was full of coloured lighting even if it doesn't get along well with the GES theme. But I've got a couple questions like does the glass respawn?, why no elevator?, if you need a hand with either of these issues feel free to take a look at what I did with my grid or ask. I've moved on from this project but maybe ill came back to it one day and finally actually finish my version right now I'm doing some work on a l4d map really learning all the ins and outs of hammer and once I get a chance to actually play b4 I'm sure I new project won't be far behind.
Title: Re: Ge_Grid by Sess1on
Post by: Jeron [SharpSh00tah] on March 13, 2010, 06:34:44 pm
Elevators are a bitch in the source engine. Just ask Spork
Title: Re: Ge_Grid by Sess1on
Post by: Cyan on March 13, 2010, 07:01:52 pm
Wow I love it. Can't wait to play this looks like a lovely small map for those times when you only got 4 players :-D

Is their any way to set pools of what maps & play type the server will select from depending on how many are currently on the server at the time the next round is chosen?
Title: Re: Ge_Grid by Sess1on
Post by: Jeron [SharpSh00tah] on March 13, 2010, 07:42:32 pm
Is their any way to set pools of what maps & play type the server will select from depending on how many are currently on the server at the time the next round is chosen?

No, map rotation is completely server side. You would need to speak with the admins.
Title: Re: Ge_Grid by Sess1on
Post by: WatchMyTrace on March 14, 2010, 07:58:16 am
Jeron [SharpSh00tah]:
Elevators are a bitch in the source engine. Just ask Spork

Yeah they sure are probably what I spent the majority of time on,  Expecially in a mp map they are very very breakable, so much trial and error but I finally came out with somehting that survived beta testing.  Definatly use func_tracktrain, the doors must be closed before and cannot be opened untill after moving and nothing from the outside can interfere. I think between the tracktrain, path tracks, doors and buttons I had over a dozen I/O's to make it work correctly.
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on August 07, 2010, 03:30:52 am
Yeah so my hard drive died. Good news, though. I still have a copy of grid ready to go. I've been busy but plan on getting to finishing the map real soon. Thought I would let you guys know that it's going to get finished soonish.
Title: Re: Ge_Grid by Sess1on
Post by: [GE:S Com] DF Ank1 on August 07, 2010, 09:35:05 am
its easier for me to put an elevator in GE007, than in GE:S ???? There have to be something wrong
Title: Re: Ge_Grid by Sess1on
Post by: JcFerggy on August 07, 2010, 09:51:52 am
Elevators are slightly easier of you leave the door you entered, instead of having a door on each side.
Title: Re: Ge_Grid by Sess1on
Post by: coolDisguise on August 07, 2010, 12:47:10 pm
its easier for me to put an elevator in GE007, than in GE:S ???? There have to be something wrong

-> Proof that GE007 was ahead of its time? :D
Maybe it's also because elevators were not used as regularly by the people that developed the Source engine or because of some other dependencies of which I'm not aware of.
Title: Re: Ge_Grid by Sess1on
Post by: killermonkey on August 07, 2010, 02:44:04 pm
Elevators are trivial when you are dealing with non-networked code.

Networking makes an elevator (and any moving platform for that matter) tricky as hell!
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on August 07, 2010, 09:52:35 pm
Yet somehow, luchador seemed to get one that is almost unbreakable  ;)
Title: Re: Ge_Grid by Sess1on
Post by: Luchador on August 07, 2010, 09:59:09 pm
All credit goes to E-S on that elevator design, I just made the arrows and buttons haha
Title: Re: Ge_Grid by Sess1on
Post by: kraid on August 08, 2010, 07:58:46 am
Any chance he could write up a tutorial for "creating an unbreakable elevator in source"?
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on August 22, 2010, 11:29:36 pm
A little update. Almost finished, soon :D.

(http://a.imageshack.us/img715/8404/gegridbeta0023.jpg)
Title: Re: Ge_Grid by Sess1on
Post by: Jonathon [SSL] on August 23, 2010, 12:13:28 am
Looking really good, but I think there's a lot of potential for making sweet looking lights/shadows with some lightmap tweaking.
Title: Re: Ge_Grid by Sess1on
Post by: VC on August 23, 2010, 04:31:08 am
Elevators are trivial when you are dealing with non-networked code.

Networking makes an elevator (and any moving platform for that matter) tricky as hell!
And yet, CliffyB figured it out in 1999.
Title: Re: Ge_Grid by Sess1on
Post by: Rick Astley on March 30, 2011, 01:10:25 am
sorry to necropost but i was wondering if there are any updates to when the map will be released?

also i was wondering if the map would have some cool easter eggs (like a poster of Joanna Dark or some items like Qantum of Physics,etc)
Title: Re: Ge_Grid by Sess1on
Post by: Proxie on March 30, 2011, 05:03:58 am
He hasn't logged onto the forums in almost 2 years now.
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on March 30, 2011, 06:04:43 am
Last Active: December 16, 2010, 03:37:13 AM

There's still hope.
With that, I level up to 007.
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on April 14, 2011, 05:42:12 am
I'm graduating soon so it has been chaotic for me and I haven't had the time to sit down and finish up the map. I've started where I left off now and will (hopefully) get it done soon.
Title: Re: Ge_Grid by Sess1on
Post by: namajnaG on April 14, 2011, 06:52:46 am
Glad to see the works on this map is not entirely abandonned. Take your time.
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on April 14, 2011, 08:17:58 am
whooo hooo! He is still active. I am graduating soon too mate. :D Hope your last few weeks/months go well.
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on April 26, 2011, 09:34:35 am
whooo hooo! He is still active. I am graduating soon too mate. :D Hope your last few weeks/months go well.
Thanks, dude!

Here's a little update.  ;D

(http://img59.imageshack.us/img59/856/gridwip041101.jpg)
(http://img852.imageshack.us/img852/10/gridwip041102.jpg)
(http://img163.imageshack.us/img163/6694/gridwip041103.jpg)
(http://img194.imageshack.us/img194/8418/gridwip041104.jpg)
Title: Re: Ge_Grid by Sess1on
Post by: WNxVirtualMark on April 26, 2011, 08:46:54 pm
This looks really sweet. Grid was my favorite map in PD, and this looks like a really good update of that classic map! Can't wait to try it out.
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on April 26, 2011, 10:54:05 pm
Well it looks like the mapping is... back in Sess1on.
Title: Re: Ge_Grid by Sess1on
Post by: namajnaG on April 26, 2011, 11:05:24 pm
Looks pretty, I like it!
Title: Re: Ge_Grid by Sess1on
Post by: Mangley on April 26, 2011, 11:06:35 pm
Well it looks like the mapping is...
*puts on sunglasses*
Back in Sess1on.
YEEEEEEAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!!

Fixed.
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on April 27, 2011, 12:03:19 am
I almost did.
Title: Re: Ge_Grid by Sess1on
Post by: Jonathon [SSL] on April 27, 2011, 12:19:46 am
I really like the look and design of this map, especially all the curviness going on, the consistent but awesome style, and the trippy colours. On those ceiling arches though, you should totally consider subdividing them a bit to make them look rounder (specifically screenie 3).
Title: Re: Ge_Grid by Sess1on
Post by: Storm101 on April 27, 2011, 01:09:50 am
I'm really loving this. Looks like it has the potential to become my favorite GES map. Keep up the great work.
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on April 27, 2011, 02:29:20 am
Screenshot three doesn't have a light source on the wall lights, might want to fix that. :)

Otherwise, this map is looking pretty awesome. :)
Title: Re: Ge_Grid by Sess1on
Post by: Rick Astley on May 02, 2011, 01:39:19 am
looks fantastic really well lit and everything

i hope there will be some awesome easter eggs in the map

keep up the good work :D
Title: Re: Ge_Grid by Sess1on
Post by: namajnaG on May 02, 2011, 03:38:28 am
i hope there will be some awesome easter eggs in the map

Hide some cheese.
Title: Re: Ge_Grid by Sess1on
Post by: Rick Astley on September 19, 2011, 02:11:37 pm
hate to necropost but is this map still been worked on?
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on September 19, 2011, 05:40:30 pm
Four months does not a necropost make.
Title: Re: Ge_Grid by Sess1on
Post by: major on September 19, 2011, 08:29:01 pm
Four months does not a necropost make.

Its national talk like a pirate day, not Yoda.
Title: Re: Ge_Grid by Sess1on
Post by: Jeron [SharpSh00tah] on September 19, 2011, 08:47:58 pm
Its national talk like a pirate day, not Yoda.

ARGGG, Complete bullshit, this is.
Title: Re: Ge_Grid by Sess1on
Post by: namajnaG on September 19, 2011, 10:14:01 pm
He hasn't been active since June, So maybe, Maybe not. If anyone knows him over Steam maybe they could ask him.
Title: Re: Ge_Grid by Sess1on
Post by: The Cy on September 20, 2011, 09:01:54 pm
that´s a shame, I really like this map. hey @Sess1on, wake up! don´t let us wait 14 years like the duke nukem guys!  :'(
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on September 21, 2011, 07:01:58 pm
Don't worry, guys, the map is basically done! However, I haven't had time to organize a playtest. If you're interested in doing one PM me. Preferably GE:S playtesters but if you have playtesting experience in generally that's cool too.  :)
Title: Re: Ge_Grid by Sess1on
Post by: major on September 22, 2011, 01:18:21 am
:) Something we can help with. We can slap it on our fast download, password server, and handout the pass. This way we don't have to have people download then install. It will just install in-game.

I know i'd like to help test it. I bet about all the testing crew would help.

Watch out though, the testing team are animals ;) We rip stuff apart, but there are no better.


I think I smell a map pack/community play night.
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on September 22, 2011, 05:35:17 am
Well that went well.
Title: Re: Ge_Grid by Sess1on
Post by: The Cy on September 22, 2011, 11:22:13 am
count me in for testing. what about a public testing night this saturday?
Title: Re: Ge_Grid by Sess1on
Post by: Airtux on September 24, 2011, 04:26:21 am
i am ok for testing.
Title: Re: Ge_Grid by Sess1on
Post by: terps4life90 on September 24, 2011, 05:08:16 am
I would like to test :).
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on September 25, 2011, 12:21:14 am
Alright, before I do a full compile for the playtesting beta I thought I would ask a little help on the placement and layout of spawns & weapons. I would really appreciate input on what I have so please excuse the crudeness of the photoshop layout. Just to clarify, I didn't add teamspawns/tokens as I didn't want to clutter it more and establishing these elements first is more important to me. Thanks guys!  :)

(http://img12.imageshack.us/img12/4195/grid1stflrplacement.png)
(http://img833.imageshack.us/img833/7765/grid2ndflr.png)
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on September 25, 2011, 06:27:40 am
To be honest man, it isn't a good idea to finalize weapon spawns until you finalize team spawns. From there you determine what will create the most balance weapons for each spawn zone. Essentially you try to mirror what each team has on each side but also make them logical by putting the higher levels in open areas. Doing team spawns first also helps you to determine where the largest amount of traffic will be in your map. It will allow you to see the areas of difficulty and what you have to do to make it balanced. I could do a mock up for you, but if you would be able to specify where you would like your team spawns to be it will give me some sort of basis to know what you are thinking when I make my layout. This also will help when determining armor location. :)
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on September 25, 2011, 09:18:23 pm
Well that makes sense. The only problem I'm having then is how teamspawns are supposed to be set up. Right now I'm thinking of having one team spawn in the 2nd floor lobby and the other in the lower third areas of the 1st floor. What do you think? I just don't want to compile the map and have the organized playtest be an instant bust because it's completely unbalanced.
Title: Re: Ge_Grid by Sess1on
Post by: major on September 25, 2011, 09:47:01 pm
Well I think best bet is to compile a version with some quick spawns where you think they look good. Compile, and give to saint,E-S,Mangley,Luchador, pretty much the map crew. They should be able to work with you and draw up a good spawn layout in just a couple days. Then can use there ideas and compile a more built one for open testing.

I hate excluding the community, but these dudes can balance a map and rip it apart with no hesitation.
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on September 25, 2011, 10:02:40 pm
This (http://forums.goldeneyesource.net/index.php/topic,2766.0.html) should be relevant to your interests.
Title: Re: Ge_Grid by Sess1on
Post by: CCsaint10 on September 26, 2011, 06:12:30 am
To be honest macc, that blog is shit. It is old, outdated, and some of it is incorrect. Best way to do it would just be pakrat all this shit together and make us an internal testing build like major said. It is hard enough going off a diagram that you have never played on in 3D. We would be able to really piece it together quickly on team spawns, weapons, tokens, and what not. Whenever you are ready, that is the easiest way. (We did that for Siberia, and it turned out wonderful)

Plus, doing so in game with you and talking about it would give us the ability to roll ideas back and forth to you to find out how you want the map to play out.
Title: Re: Ge_Grid by Sess1on
Post by: Rodney 1.666 on September 26, 2011, 06:45:33 am
I said relevant to interests, not an instruction manual, and a lot of that information will always remain true and what isn't can always be tweaked at the mapper's discretion.
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on September 29, 2011, 10:12:07 pm
So I'm ready to do a full compile and pack everything up! But before that I would like to make sure I haven't forgotten any key entities. Here's a list of what I have so far. If it's all good I'll get everything together and we could playtest as soon as this weekend.

info_player_deathmatch   25
info_player_janus      12
info_player_mi6      12
ge_tokenspawner      8
ge_tokenspawner_janus    4
ge_tokenspawner_mi6      4
item_armorvest      1
item_armorvest_half      1
shadow_controller      1
info_player_spectator      1
Title: Re: Ge_Grid by Sess1on
Post by: Mangley on September 29, 2011, 11:03:54 pm
Yep that's all good.
Title: Re: Ge_Grid by Sess1on
Post by: Jeron [SharpSh00tah] on September 30, 2011, 04:02:30 am
I haven't forgotten any key entities.

info_player_deathmatch   25
info_player_janus      12
info_player_mi6      12
ge_tokenspawner      8
ge_tokenspawner_janus    4
ge_tokenspawner_mi6      4
item_armorvest      1
item_armorvest_half      1
shadow_controller      1
info_player_spectator      1

What about weapon spawns
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on September 30, 2011, 08:40:38 pm
What about weapon spawns
Yeah, they're in there too!

Good news everyone! The Eagle has landed... in the form of a PM!
Title: Re: Ge_Grid by Sess1on
Post by: terps4life90 on September 30, 2011, 08:45:45 pm
Good news everyone! The Eagle has landed... in the form of a PM!

Why do you mean? Does that mean u sent it to people who wanted to test it, if so you missed me :(.
Title: Re: Ge_Grid by Sess1on
Post by: The Cy on September 30, 2011, 08:57:58 pm
Why do you mean? Does that mean u sent it to people who wanted to test it, if so you missed me :(.

yeah, I also want that eagle!  8)
Title: Re: Ge_Grid by Sess1on
Post by: Rick Astley on October 01, 2011, 02:40:59 am
Why do you mean? Does that mean u sent it to people who wanted to test it, if so you missed me :(.

and me :(
Title: Re: Ge_Grid by Sess1on
Post by: Jeron [SharpSh00tah] on October 02, 2011, 09:26:51 pm
Hey sess1on I sent you a message after I ran through your map
Title: Re: Ge_Grid by Sess1on
Post by: Rick Astley on October 08, 2011, 08:22:39 am
i saw a photo of the map on fb...so when will the map be released?
Title: Re: Ge_Grid by Sess1on
Post by: Sess1on on November 01, 2011, 09:02:21 pm
When I get closer to finishing a map I usually find I've missed numerous brushes that should be func_details and when I do a detail pass this is how I feel.
(http://img197.imageshack.us/img197/2200/funcdetail.png)

Anyway, just so you guys know the internal testing of Grid is going very smoothly thanks to the team should be done very soon!
Title: Re: Ge_Grid by Sess1on
Post by: Mike [fourtecks] on November 02, 2011, 10:58:38 pm
ctrl+t ftw
Title: Re: Ge_Grid by Sess1on
Post by: Rick Astley on December 06, 2011, 10:44:00 am
any sign of a release date?