[Release]DM-BlaZe[X]

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Pikko
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[Release]DM-BlaZe[X]

Post by Pikko »

EDIT: Final Version released--08.02.22
DM-BlaZe[X]

Here you go!
:)
A Map stored for sometime on my HD because of several other creations served first and many upgrades/changes based on feedback from the Map testers.
:D
-->Until the Next<--
:mrgreen:
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EvilGrins
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Re: [Release]DM-BlaZe[X]

Post by EvilGrins »

Oooooh!
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Aspide
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Re: [Release]DM-BlaZe[X]

Post by Aspide »

This map is great, jump pad heavy, good textures and great choice of music. Well done Pikko :tu:
Somewhere in Nevada...
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f7r
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Re: [Release]DM-BlaZe[X]

Post by f7r »

Really nice work, master! Very beautiful and dynamic map. Many pleasant little things. :gj: :thuup:
Only I did not understand why the sump with water near blue teleporter. Maybe there make a healing zone in it?
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Pikko
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Re: [Release]DM-BlaZe[X]

Post by Pikko »

f7r wrote: Tue Feb 01, 2022 2:21 am Really nice work, master! Very beautiful and dynamic map. Many pleasant little things. :gj: :thuup:
Only I did not understand why the sump with water near blue teleporter. Maybe there make a healing zone in it?
Everything is still possible :D
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OjitroC
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Re: [Release]DM-BlaZe[X]

Post by OjitroC »

Brilliant map - love it - so much connectivity, great movement around it - great design and use of textures - lots of nice little touches and details :gj:
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Pikko
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Re: [Release]DM-BlaZe[X]

Post by Pikko »

EDIT: Final Version Released--08.02.22
MAP in First Post ;-)
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f7r
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Re: [Release]DM-BlaZe[X]

Post by f7r »

Hm... I have a jamming lift in the final version in the blue room.
lift.png
I specifically checked in the RC1 there is no such problem.
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Pikko
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Re: [Release]DM-BlaZe[X]

Post by Pikko »

Strange thing. Working fine here! :cry:
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sektor2111
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Re: [Release]DM-BlaZe[X]

Post by sektor2111 »

I did not see any issue here, I just step into lift. In lower spot, button needs to be shoot, not in upper area. But, you can shot UNDER button and lift will work - triggers seems to work for any proximity "TT_AnyProximity" (projectiles are included as I can see)...

In other hand...
Map looks good except some surface(/s ?) with multiple polygons...
SurfaceBlzX.png
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