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HIT Forums  |  Community Projects  |  Resident Evil: Cold Blood  |  Custom Content (Moderators: Ackart, James)  |  Topic: Recb_umbrella 0 and 1 Guest are viewing this topic. « previous next »
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: Recb_umbrella  ( 16811 )
Dudeman418
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« #15 : March 16, 2006, 01:42:40 AM »

Guard dogs...forgot about that one  :P

There should be a sound because it makes it feel like you actually picked up something...but then i guess its not important...

There should be a handgun(no ammo clips) at the start because I had to kill more than 10 zombies and a dog with a hammer, before finding the shotgun...taking down zombies is not really a problem but a dog is tough, if i had a handgun, even with 13 bullets, it would make it much easier to kill the dog...
« : March 16, 2006, 01:46:38 AM Dudeman418 »
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« #16 : March 16, 2006, 03:45:15 AM »

box box box box box

shame you used submerged.wad, your flat boxes kinda ruin it

http://img.photobucket.com/albums/v472/hydeph/hay.png
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« #17 : March 16, 2006, 11:35:15 AM »

fat boxes? do you mean the umb ones? you know I could always make them smaller..

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« #18 : March 16, 2006, 01:42:57 PM »

oh wait flat.... okey okey.... well if you find any better umb box texures with the same design give em too me..

well I was going too release another version today, but I feal that the map needs too be a bit longer, so I am
going to expand on the bit where you are supposed to find the door to the power room.. and I'll try to make it an
actual objective..... :D

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« #19 : March 16, 2006, 09:43:24 PM »

ah yes A new version is here... and here what's new

-the security cameras are now animated in the map

-the library and the toilets are removed

-the cultivation lab is way bigger....

-A new lab has been added

-A longer path too the power room has been added

-updated the umb box texture

and that's about it I think :D
« : March 19, 2006, 06:22:01 AM -l0d1z- »

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« #20 : March 16, 2006, 10:19:57 PM »

Triple posting. Don't do it again. There's a modify button on your posts for a reason.

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« #21 : March 16, 2006, 10:32:56 PM »

men jag trodde folk ville läsa det som stog tidigare...

or maybe I should have just modified, sorry about that, won't happen again =D

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« #22 : March 16, 2006, 10:56:41 PM »

English only, please.
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« #23 : March 16, 2006, 11:01:33 PM »

so do you want an translation of what I said?
or can I leave it as it is?

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« #24 : March 16, 2006, 11:03:30 PM »

You can translate it if you like, but there are rules on the subject of English posts only.
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« #25 : March 16, 2006, 11:05:12 PM »

ok so now I know... or I should have known becuse I have reed the rules

I noticed that someone running a dedicated server has added my maps...
but his version of recb_umbrella is old and that's too bad..
« : March 28, 2006, 06:01:44 PM -l0d1z- »

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« #26 : April 27, 2006, 12:34:32 AM »

sorry for the double posts but I need to inform people that I have updated my map.. check first post for more info

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« #27 : April 27, 2006, 02:45:53 AM »

You need to work on your architecture. subemerged.wad is very adaptable, and you can make all kinds of complex, good looking corridors and hallways. Try working with the wad more, spreading textures over multiple brushes to vary the depth and stuff.

If that is unclear, take a look at Reno's architecture tutorial.

http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=10

Here's an example I made using submerged.wad. Excuse slight texture alignment. ;]

« : April 27, 2006, 02:50:58 AM hydeph »

http://img.photobucket.com/albums/v472/hydeph/hay.png
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« #28 : April 27, 2006, 11:43:19 AM »

even if you say that I use submerged.wad I don't since it does'nt exist on my harddrive and besides
the lame architcture was made on purpose. Labs in reality have lame arcitecture, and if were too add more
complex architecture now on this map I would exceed MAX_PATCHES.. so no I can't

But anyway there is gonna be architecture in recb_streets2 whenever I get that done.

thanks for the tip anyway :)

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« #29 : June 12, 2006, 11:50:02 PM »

hey guys there a problom with the elevater at the end of the map.
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