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 Desert Night [r2] 
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Desert Night [r1]
Allarcan wrote:
I like this map it provides some fun ideas for my bunkers. Now i can do some aal vs. Ds tech :D

Nice 3 month necro.
Anyways, map is beautiful, and good.
The sand isn't too sinky, the sand material separation is good, the BG is the best part.


Fri Jul 18, 2008 1:37 pm
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Post Re: Desert Night [r1]
I like this map mainly because of the background! There's just something about it...


Mon Jul 21, 2008 3:29 am
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Post Re: Desert Night [r2]
updated


Thu Nov 13, 2008 2:10 am
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Joined: Wed Jan 24, 2007 11:53 pm
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Location: Silicon Valley, California
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Post Re: Desert Night [r2]
You made my day cambiogris. :) Loving the new background.


Thu Nov 13, 2008 4:06 am
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Post Re: Desert Night [r2]
that picture of yours is sexy by the way.
I love you
All of you guys infact <3


Thu Nov 13, 2008 5:10 am
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Post Re: Desert Night [r2]
The new background is even more beast than the old one.

Dl'd for great justice.


Thu Nov 13, 2008 1:16 pm
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Joined: Mon Jun 04, 2007 5:55 am
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Post Re: Desert Night [r2]
Fantastic background,
Fantastic change to textures.

The problem I see, is all actors and bunker modules are full-bright.


Someone needs to add Lua, to make, i dunno, a reduced gamma screen effect over the map, and a script to add an additional radial glow, centered on and based on the size of, all screen effects, that negates said reduced gamma.

this way everything is dark, but not only would glows, work as normal, everything around them would bump up to full bright, until the glow is gone. Granted yes, you'd need a black and white glow, for every existing glow, thats oh, 500% bigger and 50% dimmer, but damn it would work. I honestly think that if that's ever done, This map be used first. If someone makes that kind of lua script, I will DL, otherwise, its just some pretty art. this would be better with no bunkers, and new darker actors, or darker modules.


Thu Nov 13, 2008 2:09 pm
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Post Re: Desert Night [r2]
Holy crud, what is this trinket of epic? I looked at this and thought it was something old that got necro'd but then I looked at it, saw it, saw the update and then my cursor received a mind of its own and moved over and clicked download. I can't wait to try this. Great job in advance.


Thu Nov 13, 2008 3:41 pm
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Post Re: Desert Night [r1]
Grif wrote:
Bootiful.

What the actual ♥♥♥♥, I was going to say exactly that.


Thu Nov 13, 2008 8:44 pm
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Post Re: Desert Night [r2]
I like your base design in that screenshot.
And this map is really good.


Sat Nov 15, 2008 4:06 pm
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Post Re: Desert Night [r2]
Hey, I'm having some problems with this. I loaded it into my CCB22 folder as usual and, for some reason, it doesn't show up in the map menu on skirmish. Am I forgetting to do something?


Sat Nov 15, 2008 11:19 pm
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Post Re: Desert Night [r2]
Ultric wrote:
Hey, I'm having some problems with this. I loaded it into my CCB22 folder as usual and, for some reason, it doesn't show up in the map menu on skirmish. Am I forgetting to do something?

You realize that it's not below the regular maps.
Right?


Sun Nov 16, 2008 2:21 am
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Post Re: Desert Night [r2]
Roy-G-Biv wrote:
Ultric wrote:
Hey, I'm having some problems with this. I loaded it into my CCB22 folder as usual and, for some reason, it doesn't show up in the map menu on skirmish. Am I forgetting to do something?

You realize that it's not below the regular maps.
Right?

Oh, yeah! That's right! I'm too stupid to look through all seven of my maps and realize it's not there! Thank you! [/sarcasm]

It's not on the list. Period.


Sun Nov 16, 2008 4:55 am
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Post Re: Desert Night [r2]
why does this happen with all of my mods :(


Sun Nov 16, 2008 5:30 am
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Post Re: Desert Night [r2]
works fine with mine, but i sort of agree with miles for once. everything comes out as too bright. even when the ground is coated in dark gore, its lighter than the sand. is it possible to overlay the scene with a darkening effect?


Sun Nov 16, 2008 6:07 am
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