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 Hugelands Grassy and Non-Grassy 
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Joined: Sat Dec 27, 2008 6:13 am
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Location: The Wild West
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Post Re: Hugelands Grassy and Non-Grassy
AtomicTroop wrote:
Ehh, to all who have problems, try copying all the files in the .rte to a new folder, deleting the original and renaming the new folder into the name of the .rte


Success.

The custom gold blobs are interesting but an eyesore and the excessive vegetation on the grass version is amusing. Aside from ugly gold being ugly, I'm digging the map.


Sat Dec 27, 2008 4:42 pm
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Joined: Fri Jun 01, 2007 7:29 am
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Location: Uranus
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Post Re: Hugelands Grassy and Non-Grassy
Exalion wrote:
Razura wrote:
:D, i enjoyed making that, i am going to make a different scene, and ideas from people, what specififcally do you guys want?


In a scene, I want it big enough for me not to have to worry about killing myself with my own rockets, but small enough not to lag, and with interesting terrain but enough clear space to make it easy to land craft or have massive air fights.

Make me a large, flat (ish) map with tunnels all through it, tunnels wide enough for standard actors to pass through it without needing to duck. Then you will be awesome.


That is pretty much what i have just done.....


Sun Dec 28, 2008 1:53 am
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Joined: Thu Jun 12, 2008 10:06 pm
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Those gold blobs are pretty nasty looking, oh and I have an idea for a new map: Gold Lands, a map completely made out of gold.


Wed Dec 31, 2008 10:33 pm
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Good thing pixel glow has been removed, you could actually do that without getting 75 minutes per frame.


Wed Dec 31, 2008 10:59 pm
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Joined: Thu May 17, 2007 5:40 pm
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Post Re: Hugelands Grassy and Non-Grassy
Razura wrote:
Exalion wrote:
Razura wrote:
:D, i enjoyed making that, i am going to make a different scene, and ideas from people, what specififcally do you guys want?


In a scene, I want it big enough for me not to have to worry about killing myself with my own rockets, but small enough not to lag, and with interesting terrain but enough clear space to make it easy to land craft or have massive air fights.

Make me a large, flat (ish) map with tunnels all through it, tunnels wide enough for standard actors to pass through it without needing to duck. Then you will be awesome.


That is pretty much what i have just done.....

If possible make the land ''deeper'' so theres alot of room for bunkers :P


Fri Jan 09, 2009 1:12 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Hugelands Grassy and Non-Grassy
as if you can be bothered building a bunker for that long!
id like some custom terrainobjects, like in zombie cave. rather than just using the default background for the bridge, making a sprite for it. doing this for the gold would make it less horrid looking too..


Fri Jan 09, 2009 2:41 pm
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yeah, but i dunno how...


Sat Jan 10, 2009 11:47 am
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Post Re: Hugelands Grassy and Non-Grassy
look at the code behind it, its pretty simple.
go to Missions.rte/scenes/objects/ZombieCave/ and have a look at how its done :)


Sat Jan 10, 2009 1:48 pm
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Joined: Sat Jan 19, 2008 5:06 am
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Post Re: Hugelands Grassy and Non-Grassy
Geti wrote:
as if you can be bothered building a bunker for that long!


I usually spend most of my play-time building bases. :\ It's like the major reason I got the game.

On topic:

I enjoy the scene. As everyone else said, the gold blobs could use a bit of work, but otherwise it's fun to play.


Sat Jan 10, 2009 4:41 pm
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