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[L4D2] Routing (Dynamic Paths)


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GanjaStar
Senior Member
Join Date: Jun 2009
Old 10-09-2010 , 19:17   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #271

Quote:
Originally Posted by iNFiNiTeX View Post
GJ, you managed to provide no more info then the OP has.
what's so confusing about a stipper cfg named exactly for what it is ffs..
one is map changes+ set weapon spawns, the other is just regualr valve weapons+ map changes.


its like asking me if theres milk in a bottle that says milk on it. my answer is yes its milk. there's nothing else to say.
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ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 10-11-2010 , 04:19   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #272

Untalented or Eraas please add alarm cars in yr version of the map http://forums.alliedmods.net/showthread.php?p=1311841 would increase the diffculty XD...
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Eraa
Senior Member
Join Date: Mar 2010
Old 10-11-2010 , 15:31   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #273

Glad you like it

Quote:
Originally Posted by YoniZ[ZSC] View Post
GJ tnx
can u add to all maps weapon at start? no only few.
Forget this details, im have update the zip.

Im don't have time atm to adds alarm car.
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untalented893
Senior Member
Join Date: Oct 2009
Old 10-11-2010 , 18:34   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #274

Quote:
Originally Posted by ghosthunterfool View Post
Untalented or Eraas please add alarm cars in yr version of the map http://forums.alliedmods.net/showthread.php?p=1311841 would increase the diffculty XD...
That would require a different plugin. My paths will only require this plugin. I have already been looking into alarmed cars and may do it.
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YoniZ[ZSC]
Member
Join Date: Jul 2010
Old 10-11-2010 , 21:19   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #275

Quote:
Originally Posted by Eraa View Post
Glad you like it


Forget this details, im have update the zip.

Im don't have time atm to adds alarm car.
tnx again
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Zoeylicious
Member
Join Date: Oct 2010
Old 10-12-2010 , 07:05   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #276

Quote:
Originally Posted by Eraa View Post
Here every file I Create/Edit. Better to use on versus with more 8 player.

----------
DEAD CENTER MAPS :
----------
c1m1_hotel : untalented version modified
c1m3_mall : Major change in final room for the hard path only
Start : http://img338.**************/img338/3216/c1m3mall01.jpg
Event (Modified) : http://img96.**************/img96/3122/c1m3mall02.jpg & http://img168.**************/img168/5061/c1m3mall03.jpg
Final : http://img63.**************/img63/664/c1m3mall04.jpg - http://img267.**************/img267/5521/c1m3mall05.jpg - http://img411.**************/img411/6800/c1m3mall06.jpg
----------
THE DARK CARNIVAL MAPS :
----------
c2m1_highway : hard path modified. #1 #2
c2m2_fairgrounds : untalented version modified
c2m3_coaster : untalented version modified
c2m4_barns : untalented version modified
----------
SWAMP MAPS :
----------
c3m1_plankcountry hard to take screen many additions :
After the river : #1
Final Zone : #1 #2 #3 #4
c3m2_swamp :
before the event : #1 #2
After the aircraft and middle map : #1 #2 #3
c3m3_shantytown : a little modif
Befor the event : #1
Stop direct acces to saferoom : #1
c3m4_plantation : elevate the park hedge #1 #2 #3
----------
THE HARD RAIN MAPS :
----------
All map have being modified. Some good idea taken from untalented version. On c4m3 i have add fence on elevator like c6m3, that prevent spitter ganking for the survivor.
c4m1_milltown_a : #1 #2 #3 #4
c4m2_sugarmill_a : #1 #2 #3 #4 #5
c4m3_sugarmill_b : #1 #2 #3 #4
c4m4_milltown_b : #1 #2 #3 #4
----------
THE PARISH MAPS :
----------
c5m1_waterfront : untalented version modified
c5m2_park : I redid the hard and medium path of the maze. #1 #2 #3 #4 #5
c5m4_quarter : untalented version modified (only final fence)

Have fun !

Update:
Add all files + death aboard 2 on the ZIP with the weapons on start of each maps.
Hello Era


it is possible to see your map on your server?? or you can make a video?

thank you

because I have already your old version and I love maps lol

it's just to see how it is

thank you
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 10-12-2010 , 09:39   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #277

Quote:
Originally Posted by McFlurry View Post
Gnome Chompski in the new campaign intros.
the sacrifice gnome is not in a good spot, no one ever looks back there. you should reposition it somewhere in front
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McFlurry
Veteran Member
Join Date: Mar 2010
Location: RemoveEdict(0);
Old 10-13-2010 , 20:32   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #278

@Ganja The Gnome is stalking the survivors no one's suppose to know he's there...
Real Answer: There isn't anywhere else to put him really putting him on the top of the train isn't really practical and there doesn't seem to be anywhere else besides that building to place him.
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Eraa
Senior Member
Join Date: Mar 2010
Old 10-14-2010 , 07:28   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #279

Quote:
Originally Posted by Zoeylicious View Post
Hello Era


it is possible to see your map on your server?? or you can make a video?

thank you

because I have already your old version and I love maps lol

it's just to see how it is

thank you
Si tu aimer les précédente modif. tu aimera celle la ;)

*If you like the previous modification you can use this and see yourself
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 10-14-2010 , 08:13   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #280

Quote:
Originally Posted by McFlurry View Post
@Ganja The Gnome is stalking the survivors no one's suppose to know he's there...
Real Answer: There isn't anywhere else to put him really putting him on the top of the train isn't really practical and there doesn't seem to be anywhere else besides that building to place him.
maybe on the metal container in front of the fence you pass? anyowhere in front where poeple could see him, because in all the campaigns the gnome is what makes people go "lol look a gnome!" except in the sacrifice, where no one sees him.

ill try my luck, altough i never did this before.
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