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 Post subject: Obj_Jackal'sNest_RE (BETA2)
PostPosted: Sun Jun 28, 2009 10:49 pm 
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Marksman
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Joined: Wed Jun 17, 2009 6:46 am
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Few days ago i finished this map and now im releasing it here for those who might want it.

You might now know me or the original version of this map because
I never published it on these forums. Like many others i used to use
www.tcelite.net forums.

Following link contains download link and screenshots:http://www.vtvstudio.net/truecombatelite/obj_jackalsnest_re.htm

the name RE stands for reduced edition.
Many people said that the original map is too big and I decided to make a smaller version of it. Those who are not familiar with the original version can see and download it from here

The map is differs in few other ways from the original larger version besides that it is smaller. I added some ambients to it and i changed time of day from midday to dusk. Also it no longer supports ROBJ. Objective locations have not changed.

README:

Code:
MAP NAME: obj_jackalsnest_re_beta2

AUTHOR: Rambo (aka. KrazyDancerRambo )

VERSION: Beta 2

Obj_jackalsnest_re is modified map from my earlier map obj_jackalsnest
The RE part of the name stands for "reduced edition"
In this RE version the map size is significantly reduced. But i wanted the map
look like its predecessor so the areas where players are no longer allowed to go are now
just part of scenery. Also few routes have been blocked inside the area which is being used
in this RE version.

I changed the time of day from midday to dusk and added more lights. So the map would not
be too much alike. Also the map has now ambient sounds ( next version of jackalsnest will have ambients too )

As for the gameplay. objectives have not changed. CTF gametype is no longer supported due recuded
map size. Team spawns are much closer to each other and so you might find somebody to shoot at easier.

Even for those who are not familiar with original obj_jackalsnest the map is easy to learn.

-------------------------------------------------------------------------------------------------------------

Changes to Beta2 from beta:

- Rotated sky ( lightsource ) 90 degrees
- Fixed bombspots so that when the bomb is planted it will be marked with X in radar
   ( Don't know how this happened because this worked before in larger version of jackalsnest )
- A new room with a window added to apartment building close to specops spawn to make it more useful
- Renamed two target locations
- Blocked trickjump area near bombspot C
- Fixed tracemap
- Reduced filesize by deleting unneccessary content ( saved ~ 2.5mbytes )

Known issues:
- While compiling this version I found that two streetlights doesn't have metal clip.

-------------------------------------------------------------------------------------------------------------


Feedback and complains -> vtvstudio88@gmail.com

My thanks goes to:
Team Terminator, Groove Six Studios, SplashDamage, ID Software and Activision.


Last edited by KrazyDancer-Rambo on Tue Jun 30, 2009 12:08 pm, edited 1 time in total.

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 Post subject:
PostPosted: Mon Jun 29, 2009 2:16 am 
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Sharp Shooter
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Joined: Wed Jun 10, 2009 10:12 pm
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Location: Helsinki City Boy
will have to check it out :) the original big version was pretty nice too but some of the distances indeed were a bit long

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 Post subject:
PostPosted: Mon Jun 29, 2009 8:16 am 
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High Master
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looks *i-need-a-broader-vocab* awesome!
:shock:

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 Post subject:
PostPosted: Mon Jun 29, 2009 10:02 am 
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Expert
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looks great gj!


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 Post subject:
PostPosted: Mon Jun 29, 2009 12:43 pm 
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Master
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Original was good for Bodycount i think, was hard to spawnkill.
Anyway we'll check it out and try to update to latest release on Force Custom server.

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 Post subject:
PostPosted: Mon Jun 29, 2009 2:11 pm 
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High Master
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Location: Under the hood.
yoohoo!
command completed!

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 Post subject:
PostPosted: Tue Jun 30, 2009 9:01 am 
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Master
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Great lightings but the map lost its originality ... not enough ways now

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 Post subject:
PostPosted: Tue Jun 30, 2009 12:13 pm 
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Marksman
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]Wo0[ wrote:
Great lightings but the map lost its originality ... not enough ways now


I though it wasnt good before :) with so many ways.
Well it did not lose its originality since the larger one is still available at http://www.vtvstudio.net/truecombatelite/obj_jackalsnest.htm

In fact Im going to make 4th version of that which will be named as final v1. With some changes including small new areas.
Why Im doing this? Just for the fun of it.


Well Beta2 of RE version is out! Fixed some things that we recently discovered as issues.

DOWNLOAD: http://www.vtvstudio.net/truecombatelite/obj_jackalsnest_re.htm

Changes to Beta2 from beta:

- Rotated sky ( lightsource ) 90 degrees
- Fixed bombspots so that when the bomb is planted it will be marked with X in radar
( Don't know how this happened because this worked before in larger version of jackalsnest )
- A new room with a window added to apartment building close to specops spawn to make it more useful
- Renamed two target locations
- Blocked trickjump area near bombspot C
- Fixed tracemap
- Reduced filesize by deleting unneccessary content ( saved ~ 2.5mbytes )

Known issues:
- While compiling this version I found that two streetlights doesn't have metal clip.


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 Post subject:
PostPosted: Tue Jun 30, 2009 1:48 pm 
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Sharp Shooter
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Joined: Sat Jun 13, 2009 9:50 am
Posts: 78
Location: Poland
Great job! This map looks awsome! :D

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 Post subject:
PostPosted: Tue Jun 30, 2009 7:21 pm 
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Rock Me, Amadeus!
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Joined: Thu Jun 11, 2009 10:38 am
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Location: Austria
KrazyDancer-Rambo wrote:
- Fixed bombspots so that when the bomb is planted it will be marked with X in radar
( Don't know how this happened because this worked before in larger version of jackalsnest )


I know why, the radiant Import function

I did check your bsp and your script file and the targetname of the func_explosives was broken

(the script calls bombsiteA_crate, bombsiteB_crate, bombsiteC_crate but your func_explosives had targetname bombsiteA_crate1, bombsiteB_crate1 and bombsiteC_crate1, and that happens when you either use the copy or the import function of gtk)

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 Post subject:
PostPosted: Tue Jun 30, 2009 7:36 pm 
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Marksman
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merlin1991 wrote:
KrazyDancer-Rambo wrote:
- Fixed bombspots so that when the bomb is planted it will be marked with X in radar
( Don't know how this happened because this worked before in larger version of jackalsnest )


I know why, the radiant Import function

I did check your bsp and your script file and the targetname of the func_explosives was broken

(the script calls bombsiteA_crate, bombsiteB_crate, bombsiteC_crate but your func_explosives had targetname bombsiteA_crate1, bombsiteB_crate1 and bombsiteC_crate1, and that happens when you either use the copy or the import function of gtk)


Yes I know that it called bombsiteX_crate1. But did not import or copy those functions in gtk. What i ment to say in my last post that I didnt know why the names changed cuz I was sure that I didnt make any mistakes. Anyway its fixed now and I will check for those in future so the problem will never happen again.


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 Post subject:
PostPosted: Tue Jun 30, 2009 11:43 pm 
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Master
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Well the map was great because of all the directions available and nearly no possible way to predict where enemy is.

In my opinion Terrors can rush too easily in the "hotel".
But it's still a great map of course.

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 Post subject:
PostPosted: Wed Jul 01, 2009 7:44 pm 
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Master
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Location: USA, California
Very nice update mate! Its hosted on Stealthzone BTW.


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 Post subject:
PostPosted: Wed Jul 01, 2009 8:22 pm 
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High Master
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Location: Under the hood.
are you doing new maps stealth?
:D

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 Post subject:
PostPosted: Wed Jul 01, 2009 8:48 pm 
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Master
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Location: USA, California
Yes sir, having real life issues atm. I will be back in the swing of things soon. On my forums I answered Rangers question in regards to my maps. I'm going to release new alphas of lumberyard and ship for TCE. And URT is getting a new alpha of Oldtowne. How you been Bio?


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