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TribalOutpost.com Forums 2009-05-06T13:05:07-05:00 http://tribaloutpost.com/forums/feed.php?f=24 2009-05-06T13:05:07-05:00 2009-05-06T13:05:07-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6636&p=67636#p67636 <![CDATA[Ideas and Concepts • ]]>
My latest map pack if anyone is interested , there's a spiridian themed map in there also called RustiCage.

Mal-

Statistics: Posted by Malox — Wed May 06, 2009 1:05 pm


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2009-04-04T13:35:06-05:00 2009-04-04T13:35:06-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6636&p=67634#p67634 <![CDATA[Ideas and Concepts • ]]>
Spiridian as it is imo is perfect , everything that you have mentioned can be counter punched in 1 way or another.

Yeah the no rape version serves a purpose and the -Bob gen remix version is also a nice change but old spiri regardless of the rape is still 1 of the better maps retail maps created.

Shit I even like cavern ....

Mal-

Statistics: Posted by Malox — Sat Apr 04, 2009 1:35 pm


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2004-11-30T21:17:26-05:00 2004-11-30T21:17:26-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6636&p=62722#p62722 <![CDATA[Ideas and Concepts • Concept: MP-Spiridian_MOD]]>
I'd like to either get a few people to take up this task or help me learn the ropes so I can understand more on the editior. I've a lot of experience from the T:2, and luckily loaded up maps and fidled about a bit to get used to this. I can mapby also go ask UT2k4 players, as the editors are drasticly similar.
-----------------------------------------------------------------------------------
(C) - Idea I'm confident I want to have used
(S) - So, so on the idea
(W) - Possibly a waste/bad idea

Anywho:
(C)- Want to put a force field to keep out base rapers
(C)- Make a line of single pad inventory stations along the one wall to decrease traffic in the base
(S)- Make a little spawn station where the little bill boards are on the center tower, taking place of those bill boards. Would include one 3 pad inventory per station and built to give some sniping spots.
(W)- Make a center capturable objective point in the center of the tower (where you go though the opening in the tower)
(S)- Expand the boundry, allowing players to go hinde in the stnads, and also increase hight, enough so players can snipe from atop those big lights.

This would increase flag motive in this map. Intended mostly for free join servers, but not intended for clan use. To be acceptible, IMO, for clan use, the sheilds ridding the ability to base rape would be removed.


Feel free to sugest some other ideas, comment, etc.

I'm just looking for some way to make this map a little more fun. So far, the most fun I've had was going on the bill boards with heavy, deployable inventory, and remote turret or repairer next to me, dropping down mortars on my flag in defence.:rolleyes: Again, just my personal view on the maps play in regular servers.

-)CoO(-


EDIT: Addig idea
EDIT2: It seems the T:V map site has a "No Rape Version" of this map in question. However, I still think some of these other ideas are not bad.

(12/1/04 - I will now bring this to that site for more comments)

Statistics: Posted by chaos_of_order — Tue Nov 30, 2004 9:17 pm


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2004-11-05T01:09:05-05:00 2004-11-05T01:09:05-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62626#p62626 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by kLUMSY bOT — Fri Nov 05, 2004 1:09 am


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2004-11-04T09:01:36-05:00 2004-11-04T09:01:36-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62623#p62623 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by Dark_Harlequin — Thu Nov 04, 2004 9:01 am


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2004-11-04T00:52:22-05:00 2004-11-04T00:52:22-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62622#p62622 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by kLUMSY bOT — Thu Nov 04, 2004 12:52 am


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2004-11-03T09:19:44-05:00 2004-11-03T09:19:44-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62608#p62608 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by Dark_Harlequin — Wed Nov 03, 2004 9:19 am


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2004-11-03T03:24:53-05:00 2004-11-03T03:24:53-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62600#p62600 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by kLUMSY bOT — Wed Nov 03, 2004 3:24 am


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2004-11-02T23:19:30-05:00 2004-11-02T23:19:30-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62597#p62597 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by dick longfellow — Tue Nov 02, 2004 11:19 pm


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2004-11-02T10:06:14-05:00 2004-11-02T10:06:14-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62586#p62586 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by Dark_Harlequin — Tue Nov 02, 2004 10:06 am


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2004-11-01T21:18:42-05:00 2004-11-01T21:18:42-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6614&p=62581#p62581 <![CDATA[Ideas and Concepts • Pre-map plan: MP-Fen]]> Statistics: Posted by kLUMSY bOT — Mon Nov 01, 2004 9:18 pm


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2004-09-23T04:32:48-05:00 2004-09-23T04:32:48-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6567&p=62048#p62048 <![CDATA[Ideas and Concepts • ]]>
They are treated totally different than StaticMesh. One thing being they have to be "enabled" in Script to play Animations etc.

StaticMesh is exactly what its name implies.. Static (non changing model), even if location changes, which is where a Mover comes in..

Statistics: Posted by TsN|Byte — Thu Sep 23, 2004 4:32 am


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2004-09-23T03:15:25-05:00 2004-09-23T03:15:25-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6567&p=62045#p62045 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by kLUMSY bOT — Thu Sep 23, 2004 3:15 am


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2004-09-23T00:28:08-05:00 2004-09-23T00:28:08-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6567&p=62042#p62042 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by TsN|Byte — Thu Sep 23, 2004 12:28 am


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2004-09-22T21:15:03-05:00 2004-09-22T21:15:03-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6567&p=62039#p62039 <![CDATA[Ideas and Concepts • ]]> Statistics: Posted by dick longfellow — Wed Sep 22, 2004 9:15 pm


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