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Author Topic: Ge_Grid by Sess1on  (Read 43254 times)

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Rodney 1.666

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Re: Ge_Grid by Sess1on
« Reply #75 on: September 25, 2011, 10:02:40 pm »

This should be relevant to your interests.
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Quote from: Friday, June 07, 2013
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Re: Ge_Grid by Sess1on
« Reply #76 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 It is old, outdated, and some of it is incorrect.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.
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Brings back memories, doesn't it? :D

Rodney 1.666

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Re: Ge_Grid by Sess1on
« Reply #77 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.
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Quote from: Friday, June 07, 2013
9:48 PM - Macc 1.666: So I post on GE:S after 6 months and Facility comes on Radio Nintendo
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9:48 PM - Proxie: Tonight you will dream of Grant Kirkhope and VC

Sess1on

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Re: Ge_Grid by Sess1on
« Reply #78 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
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Level Designer: Ge_Grid

Mangley

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Re: Ge_Grid by Sess1on
« Reply #79 on: September 29, 2011, 11:03:54 pm »

Yep that's all good.
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Jeron [SharpSh00tah]

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Re: Ge_Grid by Sess1on
« Reply #80 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
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Complete: Ge_Runway (now under care of CC Saint); Ge_Caverns // W.I.P.:Ge_Streets; Ge_Depot; Ge_Train;

Sess1on

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Re: Ge_Grid by Sess1on
« Reply #81 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!
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Level Designer: Ge_Grid

terps4life90

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Re: Ge_Grid by Sess1on
« Reply #82 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 :(.
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The Cy

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Re: Ge_Grid by Sess1on
« Reply #83 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)
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Rick Astley

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Re: Ge_Grid by Sess1on
« Reply #84 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 :(
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Jeron [SharpSh00tah]

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Re: Ge_Grid by Sess1on
« Reply #85 on: October 02, 2011, 09:26:51 pm »

Hey sess1on I sent you a message after I ran through your map
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Complete: Ge_Runway (now under care of CC Saint); Ge_Caverns // W.I.P.:Ge_Streets; Ge_Depot; Ge_Train;

Rick Astley

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Re: Ge_Grid by Sess1on
« Reply #86 on: October 08, 2011, 08:22:39 am »

i saw a photo of the map on fb...so when will the map be released?
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Sess1on

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Re: Ge_Grid by Sess1on
« Reply #87 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.


Anyway, just so you guys know the internal testing of Grid is going very smoothly thanks to the team should be done very soon!
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Level Designer: Ge_Grid

Mike [fourtecks]

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Re: Ge_Grid by Sess1on
« Reply #88 on: November 02, 2011, 10:58:38 pm »

ctrl+t ftw
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ge_facility, ge_facility_backzone, ge_control

Rick Astley

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Re: Ge_Grid by Sess1on
« Reply #89 on: December 06, 2011, 10:44:00 am »

any sign of a release date?
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