[cod2]jm_jumpers_heaven

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Drofder2004
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Re: [cod2]jm_jumpers_heaven

Post by Drofder2004 » October 9th, 2012, 11:10 pm

At least use the background music that the map should have (use new IWD, I assume it works).
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Si13n7
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Re: [cod2]jm_jumpers_heaven

Post by Si13n7 » October 10th, 2012, 11:54 am

I like the map... simple ways and simple design... But very nice! =)
Rezil wrote:Link updated, hope it's up to par this time. :)
You changed only the ambient sound?


Btw... Next time if you want a map without fall damage, maybe you disable it with a simple script. I think its much better like the cushion texture over all brushes. ;)

Example:

Code: Select all

main()
{
	// Store old callback
	level.oldCallbackPlayerDamage=level.callbackPlayerDamage;
	
	// Create new callback
	level.callbackPlayerDamage=::callbackPlayerDamage;
}

callbackPlayerDamage(eInflictor,eAttacker,iDamage,iDFlags,sMeansOfDeath,sWeapon,vPoint,vDir,sHitLoc,psOffsetTime)
{
	// Disable fall damage
	if(sMeansOfDeath=="MOD_FALLING")
		return;
	
	// Load old callback
	[[level.oldCallbackPlayerDamage]](eInflictor,eAttacker,iDamage,iDFlags,sMeansOfDeath,sWeapon,vPoint,vDir,sHitLoc,psOffsetTime);
}
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xZZZon
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Re: [cod2]jm_jumpers_heaven

Post by xZZZon » October 10th, 2012, 2:47 pm

fuck me im not a moviemaker. if anybody wants to ''edit'' it heres the demo

https://dl.dropbox.com/u/73477928/jm_ju ... eaven.dm_1

edit: teammate claay already volunteered, but if anyone else wants to do it i dont mind

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Drofder2004
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Re: [cod2]jm_jumpers_heaven

Post by Drofder2004 » October 10th, 2012, 8:46 pm

Si13n7 wrote:I like the map... simple ways and simple design... But very nice! =)
Rezil wrote:Link updated, hope it's up to par this time. :)
You changed only the ambient sound?


Btw... Next time if you want a map without fall damage, maybe you disable it with a simple script. I think its much better like the cushion texture over all brushes. ;)

Example:

Code: Select all

main()
{
	// Store old callback
	level.oldCallbackPlayerDamage=level.callbackPlayerDamage;
	
	// Create new callback
	level.callbackPlayerDamage=::callbackPlayerDamage;
}

callbackPlayerDamage(eInflictor,eAttacker,iDamage,iDFlags,sMeansOfDeath,sWeapon,vPoint,vDir,sHitLoc,psOffsetTime)
{
	// Disable fall damage
	if(sMeansOfDeath=="MOD_FALLING")
		return;
	
	// Load old callback
	[[level.oldCallbackPlayerDamage]](eInflictor,eAttacker,iDamage,iDFlags,sMeansOfDeath,sWeapon,vPoint,vDir,sHitLoc,psOffsetTime);
}
Why remove fall damage everywhere when you can define locations using a mapping tool?
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Si13n7
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Re: [cod2]jm_jumpers_heaven

Post by Si13n7 » October 10th, 2012, 10:36 pm

Because he used the cushion tool texture everywhere. ^^
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xZZZon
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Re: [cod2]jm_jumpers_heaven

Post by xZZZon » October 13th, 2012, 12:08 pm


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[SoE]_Zaitsev
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Re: [cod2]jm_jumpers_heaven

Post by [SoE]_Zaitsev » October 13th, 2012, 12:19 pm

Really professional walkthrough. Enjoyed watching that. Really great song too.

Expect this to go up btw ;)
matt101harris wrote:big cock was the first thing that came to my head lol

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