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Do you want the map to mw2? 623 пользователя проголосовало

  1. 1. Do you want the map to mw2?

    • Yes! It would be awesome to play this map!
      596
    • Nope! This map cant be played!
      21
    • I dont care!
      37

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Опубликовано:
  • Автор
I think you should've uploaded pics with full graphic settings. so we actually get to see how it looks :D

I get 5 fps with these settings. :(

lolwut? what's your GPU/CPU ?

intel core 2 duo @ 1.86 ghz

ati radeon 1600 series

windows 7

I bought this pc i 2006.:P

I definitelly need an upgrade.

 

On topic.

Added a flying pavelow(nikolai)It starts to fly at a random time.

My aim is to achieve something similar to contigency.

Опубликовано:
I worked on a kind of "Wetwork" before, which was quite good but unfinished.

For all who didn't notice it, the ship located under the bridge in so_bridge, or how you call it suspension, is quite the same like the cod 4 one with some small diffrences.

The only issue was that it is completely unsolid, that I solved by placing brushmodels in the correct angle.

(Took hours to guess the angles as the ship isn't spawned in 0В° or 90В°, but 92,321 and stuff..)

Can we see?

Опубликовано:
I worked on a kind of "Wetwork" before, which was quite good but unfinished.

For all who didn't notice it, the ship located under the bridge in so_bridge, or how you call it suspension, is quite the same like the cod 4 one with some small diffrences.

The only issue was that it is completely unsolid, that I solved by placing brushmodels in the correct angle.

(Took hours to guess the angles as the ship isn't spawned in 0В° or 90В°, but 92,321 and stuff..)

Can we see?

Hm mkay, I used mp_underpass as dependency map to achieve some nice rain FX. Here is the loadscreen, some pics and a video from our commonly known Rendflex experimenting with knew visions..

(german fag localization incoming :P)

iw4m2011-11-2418-35-57-35.jpg

iw4m2011-11-2418-43-23-66.jpg

Опубликовано:
I worked on a kind of "Wetwork" before, which was quite good but unfinished.

For all who didn't notice it, the ship located under the bridge in so_bridge, or how you call it suspension, is quite the same like the cod 4 one with some small diffrences.

The only issue was that it is completely unsolid, that I solved by placing brushmodels in the correct angle.

(Took hours to guess the angles as the ship isn't spawned in 0В° or 90В°, but 92,321 and stuff..)

Can we see?

Hm mkay, I used mp_underpass as dependency map to achieve some nice rain FX. Here is the loadscreen, some pics and a video from our commonly known Rendflex experimenting with knew visions..

(german fag localization incoming :P)

iw4m2011-11-2418-35-57-35.jpg

iw4m2011-11-2418-43-23-66.jpg

 

Wow :shock: I cant wait for the game to be fully released again. :twisted:

Опубликовано:
I worked on a kind of "Wetwork" before, which was quite good but unfinished.

For all who didn't notice it, the ship located under the bridge in so_bridge, or how you call it suspension, is quite the same like the cod 4 one with some small diffrences.

The only issue was that it is completely unsolid, that I solved by placing brushmodels in the correct angle.

(Took hours to guess the angles as the ship isn't spawned in 0В° or 90В°, but 92,321 and stuff..)

Can we see?

Hm mkay, I used mp_underpass as dependency map to achieve some nice rain FX. Here is the loadscreen, some pics and a video from our commonly known Rendflex experimenting with knew visions..

(german fag localization incoming :P)

iw4m2011-11-2418-35-57-35.jpg

iw4m2011-11-2418-43-23-66.jpg

 

Wow :shock: I cant wait for the game to be fully released again. :twisted:

The map looks way to dark in my opinion, probably from the vision it's WAY too dark barely could see anything. :cry:

Опубликовано:
  • Автор
I worked on a kind of "Wetwork" before, which was quite good but unfinished.

For all who didn't notice it, the ship located under the bridge in so_bridge, or how you call it suspension, is quite the same like the cod 4 one with some small diffrences.

The only issue was that it is completely unsolid, that I solved by placing brushmodels in the correct angle.

(Took hours to guess the angles as the ship isn't spawned in 0В° or 90В°, but 92,321 and stuff..)

Can we see?

Hm mkay, I used mp_underpass as dependency map to achieve some nice rain FX. Here is the loadscreen, some pics and a video from our commonly known Rendflex experimenting with knew visions..

(german fag localization incoming :P)

iw4m2011-11-2418-35-57-35.jpg

iw4m2011-11-2418-43-23-66.jpg

Nice work LoserSM. As far I can see in the video, the map is solid!I'm looking forward for the release!

Опубликовано:
  • Автор
Yeah, this was mainly just experimenting to create a wetwork atmosphere. :)

 

I actually like it as a day time map... am I the only one thinking that?

Same here. I like it more like it is. But that doesn't really matter

The important part is to make the cargoship collideable, which is difficult.

Опубликовано:
Yeah, this was mainly just experimenting to create a wetwork atmosphere. :)

 

I actually like it as a day time map... am I the only one thinking that?

Same here. I like it more like it is. But that doesn't really matter

The important part is to make the cargoship collideable, which is difficult.

Hope we can get this map into IW4M fully and along side all custom maps. I also think the day time version is better.. if possible change the skybox to a night time and then import the rain FX, or day time with rain FX?

Опубликовано:
  • Автор
Yeah, this was mainly just experimenting to create a wetwork atmosphere. :)

 

I actually like it as a day time map... am I the only one thinking that?

Same here. I like it more like it is. But that doesn't really matter

The important part is to make the cargoship collideable, which is difficult.

Hope we can get this map into IW4M fully and along side all custom maps. I also think the day time version is better.. if possible change the skybox to a night time and then import the rain FX, or day time with rain FX?

Yeah but underpass is Brazilian Militia vs. Task Force 141 so the teams will be like underpass.Did militia go to the US?

 

So what do I do with the Favela.ff?

Download it when I release the map, in case you have not the file favela.ff file in your zone/english.

Опубликовано:
Yeah, this was mainly just experimenting to create a wetwork atmosphere. :)

 

I actually like it as a day time map... am I the only one thinking that?

Same here. I like it more like it is. But that doesn't really matter

The important part is to make the cargoship collideable, which is difficult.

Hope we can get this map into IW4M fully and along side all custom maps. I also think the day time version is better.. if possible change the skybox to a night time and then import the rain FX, or day time with rain FX?

Yeah but underpass is Brazilian Militia vs. Task Force 141 so the teams will be like underpass.Did militia go to the US?

 

There's always mp_storm, which is TF141 vs Spetsnaz, afaik :P

Опубликовано:

this is most of the code so you can create levels

just edit PatchMW2SPMaps.cpp edit code so you can create levels

LevelDependency _dependencies[] = 
{
{ "oilrig", "mp_subbase" },//spetsnax vs seals
{ "invasion", "mp_invasion" },//opfor vs rangers
{ "gulag", "mp_subbase" },// spetsnaz vs seals
{ "contingency", "mp_subbase" }, //spetsnaz vs seals
{ "so_ghillies", "mp_brecourt" },//spetsnax vs tf141
{ "roadkill", "mp_rust" }, ////
{ "favela", "mp_favela" }, ////
{ "iw4_credits", "mp_rust" },//
//new code done 
{ "airport", "mp_invasion" },// rangers vs opfor coded
{ "so_escape_airport", "mp_invasion" },// vs
{ "dcemp", "mp_invasion" },// rangers vs opfor coded
{ "dcburning", "mp_invasion" },// vs 
{ "dc_whitehouse", "mp_invasion" },// vs
{ "trainer", "mp_invasion" },//
{ "ending", "mp_invasion" },// opfor vs rangers
{ "estate", "mp_invasion" },// opfor vs rangers 
{ "so_takeover_estate", "mp_invasion" },// vs 
{ "so_defuse_favela_escape", "mp_invasion" },// vs 
{ "af_chase", "mp_invasion" },// vs 


//level create
{ "so_killspree_favela", "mp_favela" },// vs 
{ "so_juggernauts_favela", "mp_favela" },// vs 
{ "favela_escape", "mp_favela" },// vs
{ "favela", "mp_favela" },// vs
{ "so_defuse_favela_escape", "mp_favela" },// vs 
{ "so_bridge", "mp_strike" }, // vs
//nog te doen
{ "so_rooftop_contingency", "mp_subbase" },// vs 
{ "so_assault_oilrig", "mp_subbase" },// vs 
{ "so_takeover_oilrig", "mp_subbase" },// vs 
{ "so_chopper_invasion", "mp_invasion" },// vs 
{ "so_killspree_invasion", "mp_invasion" },// vs 
{ "so_defense_invasion", "mp_invasion" },// vs
//overige
{ "af_caves", "mp_invasion" },//  vs

{ "cliffhanger", "mp_invasion" },// vs 
{ "arcadia", "mp_invasion" },// vs 
{ "boneyard", "mp_invasion" },// vs 
{ "so_killspree_trainer", "mp_invasion" },// vs 
{ "so_intel_boneyard", "mp_invasion" },// vs 
{ "so_snowrace2_cliffhanger", "mp_invasion" },// vs 
{ "so_snowrace1_cliffhanger", "mp_invasion" },// vs 
{ "so_sabotage_cliffhanger", "mp_invasion" },//opfor vs 
{ "so_ac130_co_hunted", "mp_checkpoint" },// vs 
{ "so_download_arcadia", "mp_invasion" },// vs 
{ "so_showers_gulag", "mp_invasion" },// vs 
{ "so_hidden_so_ghillies", "mp_invasion" },// vs 
{ "so_demo_so_bridge", "mp_invasion" },// vs 
{ "so_crossing_so_bridge", "mp_invasion" },// vs 
{ "co_hunted", "mp_invasion" },// vs 
//working 

{ "roadkill", "mp_strike" },// opfor vs ??? (rangers) not 
//
{ "mp_rust", 0 },
{ 0, 0 }
};

Опубликовано:
this is most of the code so you can create levels

just edit PatchMW2SPMaps.cpp edit code so you can create levels

LevelDependency _dependencies[] = 
{
{ "oilrig", "mp_subbase" },//spetsnax vs seals
{ "invasion", "mp_invasion" },//opfor vs rangers
{ "gulag", "mp_subbase" },// spetsnaz vs seals
{ "contingency", "mp_subbase" }, //spetsnaz vs seals
{ "so_ghillies", "mp_brecourt" },//spetsnax vs tf141
{ "roadkill", "mp_rust" }, ////
{ "favela", "mp_favela" }, ////
{ "iw4_credits", "mp_rust" },//
//new code done 
{ "airport", "mp_invasion" },// rangers vs opfor coded
{ "so_escape_airport", "mp_invasion" },// vs
{ "dcemp", "mp_invasion" },// rangers vs opfor coded
{ "dcburning", "mp_invasion" },// vs 
{ "dc_whitehouse", "mp_invasion" },// vs
{ "trainer", "mp_invasion" },//
{ "ending", "mp_invasion" },// opfor vs rangers
{ "estate", "mp_invasion" },// opfor vs rangers 
{ "so_takeover_estate", "mp_invasion" },// vs 
{ "so_defuse_favela_escape", "mp_invasion" },// vs 
{ "af_chase", "mp_invasion" },// vs 


//level create
{ "so_killspree_favela", "mp_favela" },// vs 
{ "so_juggernauts_favela", "mp_favela" },// vs 
{ "favela_escape", "mp_favela" },// vs
{ "favela", "mp_favela" },// vs
{ "so_defuse_favela_escape", "mp_favela" },// vs 
{ "so_bridge", "mp_strike" }, // vs
//nog te doen
{ "so_rooftop_contingency", "mp_subbase" },// vs 
{ "so_assault_oilrig", "mp_subbase" },// vs 
{ "so_takeover_oilrig", "mp_subbase" },// vs 
{ "so_chopper_invasion", "mp_invasion" },// vs 
{ "so_killspree_invasion", "mp_invasion" },// vs 
{ "so_defense_invasion", "mp_invasion" },// vs
//overige
{ "af_caves", "mp_invasion" },//  vs

{ "cliffhanger", "mp_invasion" },// vs 
{ "arcadia", "mp_invasion" },// vs 
{ "boneyard", "mp_invasion" },// vs 
{ "so_killspree_trainer", "mp_invasion" },// vs 
{ "so_intel_boneyard", "mp_invasion" },// vs 
{ "so_snowrace2_cliffhanger", "mp_invasion" },// vs 
{ "so_snowrace1_cliffhanger", "mp_invasion" },// vs 
{ "so_sabotage_cliffhanger", "mp_invasion" },//opfor vs 
{ "so_ac130_co_hunted", "mp_checkpoint" },// vs 
{ "so_download_arcadia", "mp_invasion" },// vs 
{ "so_showers_gulag", "mp_invasion" },// vs 
{ "so_hidden_so_ghillies", "mp_invasion" },// vs 
{ "so_demo_so_bridge", "mp_invasion" },// vs 
{ "so_crossing_so_bridge", "mp_invasion" },// vs 
{ "co_hunted", "mp_invasion" },// vs 
//working 

{ "roadkill", "mp_strike" },// opfor vs ??? (rangers) not 
//
{ "mp_rust", 0 },
{ 0, 0 }
};

Lolwhat? This is bullshit!

Why do you create depenencies for a map like so_crossing_so_bridge fastfiles, which is loading so_bridge.ff in the end anyway?

Опубликовано:
this is most of the code so you can create levels

just edit PatchMW2SPMaps.cpp edit code so you can create levels

LevelDependency _dependencies[] = 
{
{ "oilrig", "mp_subbase" },//spetsnax vs seals
{ "invasion", "mp_invasion" },//opfor vs rangers
{ "gulag", "mp_subbase" },// spetsnaz vs seals
{ "contingency", "mp_subbase" }, //spetsnaz vs seals
{ "so_ghillies", "mp_brecourt" },//spetsnax vs tf141
{ "roadkill", "mp_rust" }, ////
{ "favela", "mp_favela" }, ////
{ "iw4_credits", "mp_rust" },//
//new code done 
{ "airport", "mp_invasion" },// rangers vs opfor coded
{ "so_escape_airport", "mp_invasion" },// vs
{ "dcemp", "mp_invasion" },// rangers vs opfor coded
{ "dcburning", "mp_invasion" },// vs 
{ "dc_whitehouse", "mp_invasion" },// vs
{ "trainer", "mp_invasion" },//
{ "ending", "mp_invasion" },// opfor vs rangers
{ "estate", "mp_invasion" },// opfor vs rangers 
{ "so_takeover_estate", "mp_invasion" },// vs 
{ "so_defuse_favela_escape", "mp_invasion" },// vs 
{ "af_chase", "mp_invasion" },// vs 


//level create
{ "so_killspree_favela", "mp_favela" },// vs 
{ "so_juggernauts_favela", "mp_favela" },// vs 
{ "favela_escape", "mp_favela" },// vs
{ "favela", "mp_favela" },// vs
{ "so_defuse_favela_escape", "mp_favela" },// vs 
{ "so_bridge", "mp_strike" }, // vs
//nog te doen
{ "so_rooftop_contingency", "mp_subbase" },// vs 
{ "so_assault_oilrig", "mp_subbase" },// vs 
{ "so_takeover_oilrig", "mp_subbase" },// vs 
{ "so_chopper_invasion", "mp_invasion" },// vs 
{ "so_killspree_invasion", "mp_invasion" },// vs 
{ "so_defense_invasion", "mp_invasion" },// vs
//overige
{ "af_caves", "mp_invasion" },//  vs

{ "cliffhanger", "mp_invasion" },// vs 
{ "arcadia", "mp_invasion" },// vs 
{ "boneyard", "mp_invasion" },// vs 
{ "so_killspree_trainer", "mp_invasion" },// vs 
{ "so_intel_boneyard", "mp_invasion" },// vs 
{ "so_snowrace2_cliffhanger", "mp_invasion" },// vs 
{ "so_snowrace1_cliffhanger", "mp_invasion" },// vs 
{ "so_sabotage_cliffhanger", "mp_invasion" },//opfor vs 
{ "so_ac130_co_hunted", "mp_checkpoint" },// vs 
{ "so_download_arcadia", "mp_invasion" },// vs 
{ "so_showers_gulag", "mp_invasion" },// vs 
{ "so_hidden_so_ghillies", "mp_invasion" },// vs 
{ "so_demo_so_bridge", "mp_invasion" },// vs 
{ "so_crossing_so_bridge", "mp_invasion" },// vs 
{ "co_hunted", "mp_invasion" },// vs 
//working 

{ "roadkill", "mp_strike" },// opfor vs ??? (rangers) not 
//
{ "mp_rust", 0 },
{ 0, 0 }
};

Lolwhat? This is bullshit!

Why do you create depenencies for a map like so_crossing_so_bridge fastfiles, which is loading so_bridge.ff in the end anyway?

 

This.

 

+ Using mp_invasion for every map...

Опубликовано:
this is most of the code so you can create levels

just edit PatchMW2SPMaps.cpp edit code so you can create levels

LevelDependency _dependencies[] = 
{
{ "oilrig", "mp_subbase" },//spetsnax vs seals
{ "invasion", "mp_invasion" },//opfor vs rangers
{ "gulag", "mp_subbase" },// spetsnaz vs seals
{ "contingency", "mp_subbase" }, //spetsnaz vs seals
{ "so_ghillies", "mp_brecourt" },//spetsnax vs tf141
{ "roadkill", "mp_rust" }, ////
{ "favela", "mp_favela" }, ////
{ "iw4_credits", "mp_rust" },//
//new code done 
{ "airport", "mp_invasion" },// rangers vs opfor coded
{ "so_escape_airport", "mp_invasion" },// vs
{ "dcemp", "mp_invasion" },// rangers vs opfor coded
{ "dcburning", "mp_invasion" },// vs 
{ "dc_whitehouse", "mp_invasion" },// vs
{ "trainer", "mp_invasion" },//
{ "ending", "mp_invasion" },// opfor vs rangers
{ "estate", "mp_invasion" },// opfor vs rangers 
{ "so_takeover_estate", "mp_invasion" },// vs 
{ "so_defuse_favela_escape", "mp_invasion" },// vs 
{ "af_chase", "mp_invasion" },// vs 


//level create
{ "so_killspree_favela", "mp_favela" },// vs 
{ "so_juggernauts_favela", "mp_favela" },// vs 
{ "favela_escape", "mp_favela" },// vs
{ "favela", "mp_favela" },// vs
{ "so_defuse_favela_escape", "mp_favela" },// vs 
{ "so_bridge", "mp_strike" }, // vs
//nog te doen
{ "so_rooftop_contingency", "mp_subbase" },// vs 
{ "so_assault_oilrig", "mp_subbase" },// vs 
{ "so_takeover_oilrig", "mp_subbase" },// vs 
{ "so_chopper_invasion", "mp_invasion" },// vs 
{ "so_killspree_invasion", "mp_invasion" },// vs 
{ "so_defense_invasion", "mp_invasion" },// vs
//overige
{ "af_caves", "mp_invasion" },//  vs

{ "cliffhanger", "mp_invasion" },// vs 
{ "arcadia", "mp_invasion" },// vs 
{ "boneyard", "mp_invasion" },// vs 
{ "so_killspree_trainer", "mp_invasion" },// vs 
{ "so_intel_boneyard", "mp_invasion" },// vs 
{ "so_snowrace2_cliffhanger", "mp_invasion" },// vs 
{ "so_snowrace1_cliffhanger", "mp_invasion" },// vs 
{ "so_sabotage_cliffhanger", "mp_invasion" },//opfor vs 
{ "so_ac130_co_hunted", "mp_checkpoint" },// vs 
{ "so_download_arcadia", "mp_invasion" },// vs 
{ "so_showers_gulag", "mp_invasion" },// vs 
{ "so_hidden_so_ghillies", "mp_invasion" },// vs 
{ "so_demo_so_bridge", "mp_invasion" },// vs 
{ "so_crossing_so_bridge", "mp_invasion" },// vs 
{ "co_hunted", "mp_invasion" },// vs 
//working 

{ "roadkill", "mp_strike" },// opfor vs ??? (rangers) not 
//
{ "mp_rust", 0 },
{ 0, 0 }
};

Lolwhat? This is bullshit!

Why do you create depenencies for a map like so_crossing_so_bridge fastfiles, which is loading so_bridge.ff in the end anyway?

 

This.

 

+ Using mp_invasion for every map...

you can create more levels in the same map.

so create a level with so_bridge but create a different level on a different location with so_crossing_so_bridge. so you dont need 2 loud mods for it. some are day some a night time that is olso different.

Опубликовано:
this is most of the code so you can create levels

just edit PatchMW2SPMaps.cpp edit code so you can create levels

LevelDependency _dependencies[] = 
{
{ "oilrig", "mp_subbase" },//spetsnax vs seals
{ "invasion", "mp_invasion" },//opfor vs rangers
{ "gulag", "mp_subbase" },// spetsnaz vs seals
{ "contingency", "mp_subbase" }, //spetsnaz vs seals
{ "so_ghillies", "mp_brecourt" },//spetsnax vs tf141
{ "roadkill", "mp_rust" }, ////
{ "favela", "mp_favela" }, ////
{ "iw4_credits", "mp_rust" },//
//new code done 
{ "airport", "mp_invasion" },// rangers vs opfor coded
{ "so_escape_airport", "mp_invasion" },// vs
{ "dcemp", "mp_invasion" },// rangers vs opfor coded
{ "dcburning", "mp_invasion" },// vs 
{ "dc_whitehouse", "mp_invasion" },// vs
{ "trainer", "mp_invasion" },//
{ "ending", "mp_invasion" },// opfor vs rangers
{ "estate", "mp_invasion" },// opfor vs rangers 
{ "so_takeover_estate", "mp_invasion" },// vs 
{ "so_defuse_favela_escape", "mp_invasion" },// vs 
{ "af_chase", "mp_invasion" },// vs 


//level create
{ "so_killspree_favela", "mp_favela" },// vs 
{ "so_juggernauts_favela", "mp_favela" },// vs 
{ "favela_escape", "mp_favela" },// vs
{ "favela", "mp_favela" },// vs
{ "so_defuse_favela_escape", "mp_favela" },// vs 
{ "so_bridge", "mp_strike" }, // vs
//nog te doen
{ "so_rooftop_contingency", "mp_subbase" },// vs 
{ "so_assault_oilrig", "mp_subbase" },// vs 
{ "so_takeover_oilrig", "mp_subbase" },// vs 
{ "so_chopper_invasion", "mp_invasion" },// vs 
{ "so_killspree_invasion", "mp_invasion" },// vs 
{ "so_defense_invasion", "mp_invasion" },// vs
//overige
{ "af_caves", "mp_invasion" },//  vs

{ "cliffhanger", "mp_invasion" },// vs 
{ "arcadia", "mp_invasion" },// vs 
{ "boneyard", "mp_invasion" },// vs 
{ "so_killspree_trainer", "mp_invasion" },// vs 
{ "so_intel_boneyard", "mp_invasion" },// vs 
{ "so_snowrace2_cliffhanger", "mp_invasion" },// vs 
{ "so_snowrace1_cliffhanger", "mp_invasion" },// vs 
{ "so_sabotage_cliffhanger", "mp_invasion" },//opfor vs 
{ "so_ac130_co_hunted", "mp_checkpoint" },// vs 
{ "so_download_arcadia", "mp_invasion" },// vs 
{ "so_showers_gulag", "mp_invasion" },// vs 
{ "so_hidden_so_ghillies", "mp_invasion" },// vs 
{ "so_demo_so_bridge", "mp_invasion" },// vs 
{ "so_crossing_so_bridge", "mp_invasion" },// vs 
{ "co_hunted", "mp_invasion" },// vs 
//working 

{ "roadkill", "mp_strike" },// opfor vs ??? (rangers) not 
//
{ "mp_rust", 0 },
{ 0, 0 }
};

Lolwhat? This is bullshit!

Why do you create depenencies for a map like so_crossing_so_bridge fastfiles, which is loading so_bridge.ff in the end anyway?

 

This.

 

+ Using mp_invasion for every map...

you can create more levels in the same map.

so create a level with so_bridge but create a different level on a different location with so_crossing_so_bridge. so you dont need 2 loud mods for it. some are day some a night time that is olso different.

 

That's a really nice idea! The special ops maps loads the same map, but different scripts.

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