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[RELEASE]New Map: Boneyard(Final Version)

Опубликовано:

Map Release Version: 1.1 Final Version(Full Fixed)

One Week after start the work, finnaly i have a loadscreen and preview work...

 

This Map is From a Spec Ops Mission and Singleplayer Mission "The Enemy of My Enemy", its when Cpt.Price knows where is Shepherd

 

Killstreaks:

в—Џ UAV

в—Џ Care Package

в—Џ Counter-UAV

в—Џ Sentry Gun

в—Џ Predator Missile

в—Џ Precision Airstrike

в—Џ Harrier Strike

в—Џ Attack Helicopter

в—Џ Emergency Airdrop

в—Џ Pave Low

в—Џ Stealth Bomber

в—Џ Chopper Gunner

в—Џ AC-130

в—Џ EMP

в—Џ Tactical Nuke

[ в—Џ Working | в—Џ Buggy | в—Џ Not Working ]

 

Gametypes:

 

в—Џ Team Deathmatch

в—Џ Domination

в—Џ Free-For-All

в—Џ Gun Game

в—Џ Arena

в—Џ Sharpshooter

в—Џ One In The Chamber

в—Џ Capture The Flag

в—Џ Global TermoNuclear War

в—Џ One Flag

 

[ в—Џ Worked and Completed | в—Џ Under Work/development | в—Џ Not worked ]

iw4m2012081902240911.png

The Map:

 

 

 

Version 1.1(Final Release):

-New blocking areas to make map better

-Fixed glitchs to prevent some players out-of-map

-Fixed a few spawns issues(DOM: one spawn out of map, TDM:spawns removed on side map, CTF: axis spawns on allies flags)

-FFA spawns change to prevent spawn trap

-Loadscreen updated, now in HQ AAx16 with SUPERSAMPLER on 1366x768 on RGB16(on Photoshop dds.to .iwi)

-Axis(Opfor) spawns(TDM,CTF,DOM,ARENA), updated by issue on veichle blocking out-side map

-Future Implemention of Rush

-Non-support for my side of SD, DD,and SAB because of map dimensions and the way how it would be played(its linear and not bi-directional)

Version 1.0:

-CTF, DOM, TDM, ARENA, GG, OITC, SS, FFA spawns full fixed

-DOM, CTF and ARENA Flags Spawns Full Fixed

-Preperations for Final Release, now working on Map Glitchs and Killstreaks Relocalization for full map.

-G_Spawn error fixed

-Added loadscreen and preview

version 0.6:

-New TDM(only the begin spawns) and DOM Spawns

-New DOM Flags Positions

-And now Full Map to being played :D

Version 0.5

-All killstreaks fixed and replaced on right places

Version 0.4

-Fixed Predator Missile

Version 0.3

-Moved over to the new FourDeltaOne client

Version 0.2

-Most of Killstreaks works

-Supports Team Deathmatch, Domination, and Free-For-All, and Global Thermonuclear War

Version 0.1

-First release

-Supports Team Deathmatch, Domination, and Free-For-All

 

 

iw4m2012080604480972.png

 

iw4m2012080604481548.png

iw4m2012081121170013.png

 

Virus Total Result:

https://www.virustotal.com/file/3b5a87f ... 345502224/

0/42

  • Ответы 75
  • Просмотры 5,6k
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  • Последний ответ

Top Posters In This Topic

Do you think this map should be part of 4D1 Released Maps? 170 пользователей проголосовало

  1. 1. Do you think this map should be part of 4D1 Released Maps?

    • Maybe
      3%
      7
    • No
      3%
      7
    • Yes
      93%
      195

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Featured Replies

Опубликовано:
I have a better version that I never released because I didn't really like how it played... oh well.

You should send it to me or Rendy. Ive been persuading him to implement Rush into most all of the SP maps.

Опубликовано:
I have a better version that I never released because I didn't really like how it played... oh well.

You should send it to me or Rendy. Ive been persuading him to implement Rush into most all of the SP maps.

Meh... really the only work I did was for a small section of the map... You would need to start from scratch because all I really did was add blocking cars. killstreaks, and a few spawnpoints.

 

Actually I now remember that it was just a test to see how fast I could port a map using the modified entity tool... took about an hour to get it done. So it is pretty much crap.

Опубликовано:
I have a better version that I never released because I didn't really like how it played... oh well.

You should send it to me or Rendy. Ive been persuading him to implement Rush into most all of the SP maps.

Meh... really the only work I did was for a small section of the map... You would need to start from scratch because all I really did was add blocking cars. killstreaks, and a few spawnpoints.

 

Actually I now remember that it was just a test to see how fast I could port a map using the modified entity tool... took about an hour to get it done. So it is pretty much crap.

Nothing is crap unless its coded in java. ;)

Anyways, we can still use it. But since Rush is best fit for BIG maps, if you do happen to change your mind, we would actually prefer that the cars are not there, for more space.

Опубликовано:

we would actually prefer that the cars are not there, for more space.

 

removeEnt(classname, entName, mapSpecific, origin)

 

removeEnt("targetname", "gulag_top_gate", "gulag");

I knew I could do that, but I dont have my PC with me atm. :(

Опубликовано:
  • Автор
This map looks really cool an I would definitely play it if it were possible :)

 

Hope you manage out with this project it would be a great share to the community ;)

 

its allmost done, only need to make new spawns and make this not have spawn trap.

Опубликовано:
  • Автор
Where can I get files to add this map to my server?

 

 

i dont have released him yet

I'll wait. Map very much.

 

the reason why i havenВґt release him yet, is because the new spawns arenВґt work, they are going to ( 0 0 0)

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