Conquest #1213
Replies: 13 comments
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Wow awsome! Echo looks like shit against that! |
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No it doesn't 😆 |
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Updated to r1131
mapeffects 3 everything On my machine there's a 20fps increase each time when going from fxlevel 3 - > 2 - > 1 |
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Day variant Night variant |
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Updated to r1155
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Tells a strong story and looks beautiful! |
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Updated to r1186
also
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Update to r1204
I consider this map finished for now, unless anyone can find any problems i've missed, or can suggest any small tweaks to improve it further. Note; about the ivy models, i lowered the |
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Also, may need some more play testing, as to check for affinity placements, and potentially whether weapons could be changed / moved for balance. |
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Updated to r1211
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Updated to r1215
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conquest-recolour.zip Screens; |
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Conquest
This map is themed around an ongoing war/battle on an earth-like planet in the Gliese system, features both a day/night variant. It's a symmetrically mirrored map, each with a team base.
The general length of the map is almost identical to Octavus.
(ctf flag capture can be done in ~12 seconds, possibly less)
Map size: large (suitable for all game modes)
Download
r1037 - https://ufile.io/evmok9fjr1131 - https://ufile.io/nv95uuh4r1155 - https://ufile.io/etmsnkoyr1186 - https://ufile.io/49qsdsiqr1204 - https://ufile.io/ubaymmzqr1215 - https://ufile.io/7xob1eib <-- current version
(~80mb due to additional textures)
Place the zip archive into your user data directory, no need to extract it. It should appear in the map selection menu.
Notes (
work in progress, possibly finished?)forcemapvariant 2
is set, it's very basic, but pulls off the effect as for how it's used with the glow channel in the mask.mapeffects 2
which removes shadows from the out of bounds trees and shadows from most mapmodels, ormapeffects 1
which removes all of the out of bounds trees, as well as non-collidable mapmodels.Beta Was this translation helpful? Give feedback.
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