ns2_co_pulse
I was working on making co_pulse for ns2, my idea is to create co_pulse as identical to the original.
What do you think?
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It is a sketch map, I'll add details, but I really would like some Reviews posted such as: what testuras should use, lighting, etc ...
What do you think?
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It is a sketch map, I'll add details, but I really would like some Reviews posted such as: what testuras should use, lighting, etc ...
Comments
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Make a ns map takes ages to make a co is much faster and less complicated.
The other day I played a combat ns2_sumit I think .... It was frustrating to go all the map to find the enemy ...
The new mods need support and this is my bit to lend a hand. :)
I guess I'll have to pick another one to remake for myself :]
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I'm working on OcclusionGeometry when completed I put in the Steam Workshop...
Already in the Steam Workshop ... Just need to finish the ready room, but is playable.
Enjoy.
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Readyroom .... what you think?
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Wow Alex, very impressive. I really like what I'm seeing here, great work.
Team GG dallas has had this map on rotation for months and yet every other co_ server from aus to EU apparently fails to load and causes crashes for multiple people? Can anyone from Team GG let us know what they did to get this map to load? It's easily the best ported NS 1 map in NS 2 by a long margin, only thing I'd change is that obnoxious pipe down marine spawn in the lower middle leading to the top side opening of the map that stops fades from moving past without crouching.
I hope you can continue checking the gameplay and there are no problems with the workshoop.
also please read this http://forums.unknownworlds.com/discussion/130542/mappers-working-or-will-in-the-future-on-any-combat-or-xenoswarm-maps-please-read#latest
I love the props and textures of ns2_descent
Reactor.