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Author Topic: [deathmatch map]Crossfire2:)  (Read 8005 times)

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biomech

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Re: [deathmatch map]Crossfire2:)
« Reply #15 on: February 11, 2006, 02:10:38 PM »

His said he try the my map, where results testing?:):):)
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Flowers Of Naivety

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Re: [deathmatch map]Crossfire2:)
« Reply #16 on: February 12, 2006, 08:30:11 AM »

WOW thats a lot of double posting... Eh the map isnt too bad.
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P@TRIOT

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Re: [deathmatch map]Crossfire2:)
« Reply #17 on: February 19, 2006, 08:25:32 AM »

This map sucks. :-\
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Lurid

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Re: [deathmatch map]Crossfire2:)
« Reply #18 on: February 19, 2006, 09:15:17 AM »

Wow, awsome contructive criticism there.
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Comrade Tiki

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Re: [deathmatch map]Crossfire2:)
« Reply #19 on: February 19, 2006, 07:44:11 PM »

This map appears to be one field filled with different obstacles. While the obstacles themselves may be slightly innovative, the design of the map is not. If each feature could be isolated in an area by itself or with one other feature in a map which provides a mostly circular flow of play, then it may be more attractive to play on. The grass is fugly, which is why Half-Life maps are usually indoors or with some general depot construction merged with sand or dry-grassed areas. None of the areas in most great maps are far open enough to allow repetition of textures be seen.
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