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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

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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:
  • Автор
You got all the killstreaks working? Good job :)

 

 

yep all are working :) but since i am now using all the map, i need to put the ac 130 and the predator missile more higher but thats is not a problem to me :P, and i am testing new spawns on TDM, DM(FFA), SAB, SD, CTF, Demolition, and DOM

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

 

Know that feeling bro, know that feeling

 

Wait... does this mean what i'm thinkin atm?

 

maybe he have a beter version(at the time) but he want release him, but mineВґs now is almost full fixed

Опубликовано:
Thank you. Who is working well.

Is it? Well sounds like job is done, lets jump to another

The disadvantages of course there is. I have red letters FX on the map are scattered. And you can put a fence at the far edge of the map, because the exit for it falls to the ground.

Опубликовано:
  • Автор
Thank you. Who is working well.

Is it? Well sounds like job is done, lets jump to another

The disadvantages of course there is. I have red letters FX on the map are scattered. And you can put a fence at the far edge of the map, because the exit for it falls to the ground.

its because you have r104 and you should put ALL files in the folder

Опубликовано:
  • Автор
Thank you. Who is working well.

Is it? Well sounds like job is done, lets jump to another

The disadvantages of course there is. I have red letters FX on the map are scattered. And you can put a fence at the far edge of the map, because the exit for it falls to the ground.

because if you check the video i dont have red fx and the cars is only in last release patch, because i have found glitchs on the map

Опубликовано:
  • Автор
Explain please how to remove red letters FX? Other players also see them.

first, what cause red fx is because of r104 ddl(not all) and miss of files, and for other players dont see red fx they must have the downloaded the folder and put him on m2demo

Опубликовано:
Explain please how to remove red letters FX? Other players also see them.

first, what cause red fx is because of r104 ddl(not all) and miss of files, and for other players dont see red fx they must have the downloaded the folder and put him on m2demo

Yes, thank you. I replaced iw4m_r104.dll and FX disappeared. There is only one map Village.

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

 

Know that feeling bro, know that feeling

 

Wait... does this mean what i'm thinkin atm?

 

maybe he have a beter version(at the time) but he want release him, but mineВґs now is almost full fixed

I was thinkin of Village, it's nearly the same, but Xetal doesn't have a better version of Village, he has same, but without working Heli paths!

Опубликовано:
  • Автор
Sorry, but the version 0.7 on my server is not working. The server switched off. Version 0.6 works well.

 

 

Its G_spawns errors....its easy to fix

Hm too many script_models.

 

but its fixed now, thx to my eagle eye xD

Опубликовано:
  • Автор

Final Version will be released Today or Tomorrow:

 

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)

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