defrag poodlespit

Have a jump map that we don't have on our site? Let us know!

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waywaaaard
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defrag poodlespit

Post by waywaaaard » August 18th, 2010, 4:50 pm

working on a port of http://q3a.ath.cx/?mapdetails=yotoon-concrete

got so far
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could make a jumpmap version aswell
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SmokeYaSs
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Re: defrag poodlespit

Post by SmokeYaSs » August 18th, 2010, 5:25 pm

....Hi, SmokeYaSs
Last visit was: Mon Jun 09, 2008 2:18 pm........but this one seemed worth a hell yeah.

Along with the other map you are (hopefully still) working on and the defrag mod, this is pretty much what ive been waiting for ever since quake 3. Finally cod gets to see a cool mod aswell as some action. Just too bad this didnt happen bout 6 yrs ago.

For the map: I had a look at the quake version and it looks + feels a lot like a load of old defrag maps. Good representative so to speak ^^ Your Version again from what i can see here is keeping the same style so far. Very nice indeed.
Almost hope that you keep this project a bit "smaller" than your other map so we can play asap :lol: . Already bored with the (a dozen?) maps from the defrag_mappacks.

Just what exaclty did you mean by making a jumpmap version TOO?
It IS a jumpmap or not :shock:

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waywaaaard
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Re: defrag poodlespit

Post by waywaaaard » August 18th, 2010, 6:36 pm

I would consider it as a defrag map up to now. Though all gaps aren't possible to strafe.
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Drofder2004
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Re: defrag poodlespit

Post by Drofder2004 » August 18th, 2010, 7:17 pm

more intensity to the lighting!

Looks awesome.
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Re: defrag poodlespit

Post by IzNoGoD » August 20th, 2010, 4:20 pm

:D
Spotted my mod :D
Version I have now is a developer version, special for map developers and people that just like to know statistics.
LMGTFY!

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Re: defrag poodlespit

Post by SmokeYaSs » August 27th, 2010, 1:52 am

Any updates yet?
Cant wait to play this one since its rather new. (even the original q3 version)
Finally got to play the original map from start to end and if youre planning to go the same way, this should be definately one of the better maps for CoD2.
Looking really close to what i saw from the original map so far.
Style is definately pure q3 and personally i would stay FAR away from "more intensity" as far as lights go.

Only thing im not getting somehow is the "all gaps arent possible to strafe" part.
Some jumps are too big or even all of them?
You didnt plan to make this one for the defrag MOD but just as a quake3 style jumpmap for the regular mod?
Quake/Cod2 defrag you pass the entire room with 1-2 jumps so im just going to assume its a "normal"cod2 map for now. :lol: ( :cry: :cry: :cry: )^^

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waywaaaard
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Re: defrag poodlespit

Post by waywaaaard » August 27th, 2010, 10:45 am

Still have some problems with the map and would need to copy each brush into a new .map file and at the moment I cba doing it. Just no motivation there. If somebody wants to have the map source I can send.
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Re: defrag poodlespit

Post by [SoE]_Zaitsev » August 27th, 2010, 2:25 pm

Why don't you want to spend some time on it ? It looks amazing tbh.
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waywaaaard
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Re: defrag poodlespit

Post by waywaaaard » August 27th, 2010, 3:11 pm

yeah it does though I hate to have such errors or w/e it causing it. And who would play it anyways :P Maybe on CoD4 with some dynamic lights would be awesome.
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Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality :roll:

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Re: defrag poodlespit

Post by Levcek » August 29th, 2010, 6:28 pm

amm if u need any help with defrag maps just tell me my friend made that mod....
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