de_aztec_mapadd_v2

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fug4life
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de_aztec_mapadd_v2

Post by fug4life » Tue Jul 26, 2011 4:17 pm

V2 date:13/10/2011

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Obsidian Conflict

Map: de_aztec (mapadded mini mission)
Mapadd Script by fug4life


Primary Objective:

Wait for other prisoners and make a combined escape! Saftey in numbers, choose your moment well! 

Secondary Objective:

Find and kill the leaders who are responsible for your captivity!

Special Thanks:

Markworth - Apc model.
Ultradreamer - Armory crate model.
Kain - Landmine, Claymore and Barbedwire models.
Sam - Cammonet model.
Spine - Cammonet skin.
Map Hints:

Once you start your escape the guard/s will become hostile from then onwards. So it is better to wait a while, make sure you plan your escape together as a group (wait for more players to join the game).

Download 7.7mb .rar (extract to your obsidian folder, contains .res file):
http://www.gamefront.com/files/20884155 ... add_v2.rar

P.s. Enjoy and try to ignore the human_assassin jump bug for now :P

V2 changelog

*added vehicle script, set mass to 1600, I tried 3000, 5000 but it just causes the apc 'flip-out even worse'.
*added medkit to spawn items.
*added physcannon to spawn items, you can use this to bump the apc about if one desires.
*added healer to blackhawk.
*changed all barbed wire to be non-solid.
*Updated briefing with spelling fixes to credits.

The update was in response to W0rf0x's screen shot of some poor soul trapped under the apc that was stuck on barb'd wire. Hopefully I can loose my title of oc_mapping _king :lmao:
Last edited by fug4life on Thu Oct 13, 2011 4:29 pm, edited 2 times in total.
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Maestro Fénix
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Re: de_aztec_mapadd_v1

Post by Maestro Fénix » Tue Jul 26, 2011 7:13 pm

Tested it quickly. Is good, but the apc part is a bit difficult (especially trying to avoid the barricades).
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Re: de_aztec_mapadd_v1

Post by Neico » Wed Jul 27, 2011 12:40 am

is the weapon_healer supposed to spawn only once?
It's on KeyFox btw.~
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Re: de_aztec_mapadd_v1

Post by fug4life » Wed Jul 27, 2011 9:45 am

^Yes, though if enough people complain its too difficult, I'll make changes.
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Re: de_aztec_mapadd_v1

Post by JerC » Thu Jul 28, 2011 5:33 pm

Yay,another mappadd! Also I think you misspelled a name in credits, I think it's Markworth and not like you wrote.
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Re: de_aztec_mapadd_v1

Post by fug4life » Thu Jul 28, 2011 8:44 pm

Indeed, already knew just hadn't corrected, will correct post now and briefing in next version.
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Re: de_aztec_mapadd_v1

Post by destiny » Sat Jul 30, 2011 1:10 pm

had a bug where if the apc goes over a landmine it flys up and gets stuck.
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Re: de_aztec_mapadd_v1

Post by Maestro Fénix » Sat Jul 30, 2011 1:32 pm

destiny wrote:had a bug where if the apc goes over a landmine it flys up and gets stuck.
That´s is why i said more upper that is difficult. Maybe removing some barricades and the explosives that are near of the walls it will fix it (or directly use a new vehicle script to adjust their mass, but i didnt touched that yet).
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Re: de_aztec_mapadd_v1

Post by fug4life » Sat Jul 30, 2011 6:17 pm

I could try change the mass I didn't bother using a different script, though I've probably got one somewhere.

Anyhow its not really a bug, if you loose the apc (through bad driving) there is some C4 to open blast doors.

May I suggest you try to find and safely detonate the mines before you drive over them, wouldn't that be sensible? Next time get some players to scout for you, or scout with the tao cannon (works for me).

I change the mass in the next version.
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Re: de_aztec_mapadd_v1

Post by destiny » Sat Jul 30, 2011 6:46 pm

well if you play it for the first time not knowing there are mines you can expect poeple to be suprised.
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Re: de_aztec_mapadd_v1

Post by Axel_m3sh » Sat Jul 30, 2011 7:53 pm

Needs a sign of some sort to warn players lol, a hexed "beware of dog" sign should suffice

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Re: de_aztec_mapadd_v1

Post by destiny » Sat Jul 30, 2011 8:15 pm

dude the map is supposed to be some kind of secret base im pretty sure they wont hang beware landmines sign if those are supposed to suprise and kill the enemy.
itd be like waving and yelling at someone thats folowing you while your supposed to stay undetected.
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Re: de_aztec_mapadd_v1

Post by Beanbrains » Sat Jul 30, 2011 10:17 pm

Could use other ways to warn players, such as a NPC ally rushing ahead of you but stepping on a mine.

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Re: de_aztec_mapadd_v1

Post by Axel_m3sh » Sun Jul 31, 2011 7:47 am

order those pesky citizens that follow you around infront first lol

Cit: OH HEY GORDAN(?) FREEMAN
Player: shoo <orders citizen forward>
Cit: Durpahurp :ugly:
*boom*
Player: oki lez go

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Re: de_aztec_mapadd_v2

Post by fug4life » Thu Oct 13, 2011 4:31 pm

Updated I hope it resolves some of the issues for you guys.

Though tbh my oc mapping days are very limited, I'm willing to give out vmfs to all my work if you guys want it?
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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