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Fuel Dump Mod


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#1
Jecoliah

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The Map is Named Fuel Dump Mod.

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The PK3 can be downloaded here...

*EDIT* Replaced the link with the one from SL due to some issues...

http://www.wolfmap.d...hp?file_id=3457

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Here is a Video of the the Minor Changes that I made...



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I have Thoroughly Tested it, but if anybody should find any problem please post it here in this Thread.

If you would like to run through the map on your own system, Place the PK3 File into your ETMAIN folder.

Start ET and bring down the Console by pressing the ~ and type "\map fueldump_mod" without the quotes and press enter.

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I am not in charge of the campaigns so if you want to see the map put into your servers rotation please let whoever puts the campaigns together know.

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Below is the information that is included in the ReadMe file within the PK3...

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Originally created by ID software.

Modified by: Jecoliah

Made a few Minor changes to the original map using the Released Map Source File.

Moved the East Barricade to the side of the building where the half open gate was.

This was done due to Newbies would build the East Barricade making it dificult for Axis to defend the Depot

Now it can be built and not hamper the Axis from defending it, which makes for Better Game Play.

Added a ladder to the backside of that wall so the Axis can exit the area.

Added spawns to the Garage for the Allies to Spawn in.

Allies will autospawn in the Garage once the Side Wall at the Rear of the Depot is Destroyed.

Allies CAN spawn at the CP anytime it is built by picking that spawn in the Limbo Menu.

I made it where Newbies would be forced to Auto Spawn in the Garage once the Side Wall was Blown.

Deleted all the LMS stuff AND a few models to reduce the hunkmegs_used to lessen the chance of getting the Max_Gamestate_Chars Error.

Made bulletin boards non-destructible to save on entity count.

Made the door to the generator room functional.

Information is all posted on the Fourms at Bunker.aaxxss.com.

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Jec

Edited by Jecoliah, 02 December 2009 - 03:14 AM.


#2
soccerkill

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Nice made man, much better then the normal Fueldump emot_smile.gif emot_bigsmile.gif

Go on with this emot_bigsmile.gif

#3
peyote

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very nice!

#4
thestig

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QUOTE(peyote @ Dec 1 2009, 12:06 PM) View Post
very nice!

put it on B2 ! emot_smile.gif

OH Jec, did you test it with the B2 double jump settings too ? because else we still can trick jump the objective :P

Edited by thestig, 01 December 2009 - 11:56 AM.


#5
SickOne

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why added the small room ? bored ? ^^

anyway good job .

#6
Wolf

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Perfect!

Just curious though, why did you make that door openable outside the Axis spawn?

But I love it! Can't wait to play it.

#7
TheDragon

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congrats. We will have to give it a rigorus workout but looks good (though it will take more work mining the inside zone now emot_bigsmile.gif Glad I could help out with suggestions.

#8
johnx

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Will put it in b3 after checking with sudden if he is going to use it or not.

Excellent Jec !


#9
Jecoliah

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QUOTE(SickOne @ Dec 1 2009, 09:10 AM) View Post
why added the small room ? bored ? ^^

anyway good job .


Well, the original mappers must have had plans for that room because it was there (already textured) and had lighting and the Door was a Function_Static meaning it would become invisible once a certain event happened but evidently they scrubbed the idea for some reason.

All I did was change the door from Function_Static to Function_Door_Rotating.

QUOTE(thestig @ Dec 1 2009, 05:56 AM) View Post
QUOTE(peyote @ Dec 1 2009, 12:06 PM) View Post
very nice!

put it on B2 ! emot_smile.gif

OH Jec, did you test it with the B2 double jump settings too ? because else we still can trick jump the objective :P


I was not able to test the double jump but if you compare the original fueldump with this one you will notice that (facing) the East Gate (from the Allied side) I lowered the Terrain to the left of the gate to prevent double jump.

QUOTE(TheDragon @ Dec 1 2009, 09:30 AM) View Post
congrats. We will have to give it a rigorus workout but looks good (though it will take more work mining the inside zone now emot_bigsmile.gif Glad I could help out with suggestions.


Yes, Thanks for the Idea Dragon!!! It solves the problem of the noobs building the East Barrier at the old location and it makes for better Game Play as now i believe the Barrier actually functions as the original mappers intended.

QUOTE(johnx @ Dec 1 2009, 09:51 AM) View Post
Will put it in b3 after checking with sudden if he is going to use it or not.

Excellent Jec !


Thanks John, I appreciate any help in getting it on B1.


Jec

#10
Jecoliah

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QUOTE(peyote @ Dec 1 2009, 05:06 AM) View Post
very nice!


If you put this on B2 could you let me know if it fixes the Max_Gamestate_Chars Error (known as a problem for NQ servers).

I deleted some stuff and got rid of the LMS stuff which reduced the Hunkmegs_Used.

If there is still a problem with the Error on NQ then i could do some more modifications to reduce the Hunkmegs_Used even more.

Thanks,



Jec