motanum

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motanum Joined 10y ago
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motanum
Neutrilization on sight,

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1,502 Ranked 21731st Dropped 2 ranks overnight

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UyeNumara
743825
Katilis Tarihi
June 28, 2009 03:17:19 AM
Hesap Yasi
10y

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  • JorisCeoen avatar
    JorisCeoen username pic Joined 8y ago
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    30,451 points Ranked 154th
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    access_time 6y
    Hello, easiest for me would be using the pinetree models of my de_winter_forest map, revamped with new texturing techinques I learned in the past months after that map (and I advanced far more than back then). I will also optimize them as well and make them higher-detailed with fewer polygons. Other than that I could recreate new ones from scratch but I think it would be unnecessary. Let me know what you think of it! Sorry again for the flag, but sooner or later the same person who did it on de_firehol would have done the same anyways
    Level Design, Modeler, YouTube avatar
    Mantra
    Level Design, Modeler, YouTube
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  • Enviolinador avatar
    Enviolinador Joined 10y ago
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    5,697 points Ranked 1130th
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    access_time 8y
    You can do that with this system. Let me explain: Imagine that at the end of the level there is a similar bunker to that (although its not a bunker, but I cant think of another name) of Mako. If humans get there and the door closes, a filtered trigger once is enabled. The filter will only allow it to be activated by humans; and, when the filter is passed and outputs trigger, you put the 'changelevel' logic case as one of them; for example (a simple one for you to understand): I create a trigger_once called 'Test_change' near a button. The trigger_once spawns disabled and filters as I have already told you. If you press the button, you enable 'Test_change' (on a ze_ map you would do it other way; maybe button, by time, another trigger; that's your choice) On 'Test_change' we add the output: On StartTouch d_c_1 Trigger 0.00 (for example) and then It will change the level. I recommend you to look at each entity and their connections; and then experiment with the system.
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  • Enviolinador avatar
    Enviolinador Joined 10y ago
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    access_time 8y
    I have uploaded the admin room from paper escaper. It contains 4 buttons that activate the levels, the level 'selector' -made by brushes- and the logic_case for both activating/deactivating levels and making each level 'different' (I am pretty sure you will know how to do it from this point, but feel free to ask). Here is the download: http://www.mediafire.com/?yoxkx5tjybmij8x
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  • mat.duf avatar
    mat.duf Joined 9y ago
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    9,051 points Ranked 640th
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    access_time 8y
    I saw two bug in ze_aperture science OB : - after the "laser room" at the bottom of the hole there are many "ERROR" models (models which appear when the map load a models without a model file) -also at the bottom of the ladder near the companion cube' deagle there is no texture and we can see through the wall http://steamcommunity.com/id/matduf/screenshot/594692996052363373?tab=public http://steamcommunity.com/id/matduf/screenshot/594692365123610826/?tab=public
    Sleeper
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  • HL-Kozama avatar
    HL-Kozama Joined 10y ago
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    276 points Ranked 51327th
    access_time 9y
    Can you give link ze_ApertureScience_OB please :3??
    Google is my friend :] avatar
    Mantra
    Google is my friend :]
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  • SilentBr avatar
    SilentBr Joined 10y ago
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    access_time 9y
    Yeah. I have a ZM server with 48 slots, and I really need that if the zombie die, in X seconds he will spawn again. I think 70% + as like mine. So, if u can, just edit for me and send the link by MP. When you will do a big update I change again for the new one. But if u cand edit this thing for me I will be very greatful :) Thank you so much for your wonderful map
    Bananite
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  • andre1028 avatar
    andre1028 Joined 10y ago
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    access_time 9y
    Ah I see now. Here's the server IP 72.26.196.150:27015. Thanks for trying to help out.
    I Am The Banana!!!
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  • andre1028 avatar
    andre1028 Joined 10y ago
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    access_time 9y
    Thanks for your message. 1. Yes it is the final version. 2. I don't believe zombies are brought back to the spawn zone, it might be due to late spawns with the zombie mod's randomization timer. 3. When they spawn they usually either a)infect half of the CTs b)infect all of the CTs c)get a few to no one because of zombie incompetence. Again this I can probably blame on late spawn for zombies. As for me adding you, I'll hand over the IP when our server is fixed. We've been having some issues with players trying to crash our Zombie Escape server and I don't think your map would be on for long (as many other maps) before it crashes and goes to our default map boat_escape5. Again, thank you for the quick reply and I'll let you know when we got things up and running for our server running your map, should be in a couple of days. For now though, when the issue with our server has been fixed I will try to edit the spawn timer for zombies so it's a bit earlier and see if that'll fix the issue and I'll get back to you with the result of that too.
    I Am The Banana!!!
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  • Aguia avatar
    Aguia Joined 10y ago
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    access_time 9y
    Maybe a gun similar to the one in portal with the function to push zombies back. i suggest hiding it in the map section shown in screenshot 2, or hide it near the console that activates the boat. EDIT: when i said "near the console that activates the boat" i meant the console from b2
    Video Maker avatar
    Mantra
    Video Maker
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  • Giblets of Jesus avatar
    Giblets of Jesus username pic Joined 10y ago
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    16,829 points Ranked 312th
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    access_time 9y
    Eugh, I just saw your comment after I said to that other guy about a secret for him, you want something put in aswell as a rewards for you feedback?
    Splat.
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