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 Post subject: Mapping for MXS
PostPosted: Fri Sep 04, 2015 8:49 pm 
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Joined: Sat Aug 29, 2015 7:16 pm
Posts: 178
So I mentioned in that other thread that I do mapping for that Mexican Community.

Given Joe.to is the reason I ever gave a shit about mapping I thought I'd post a relevant thread. I also kind of aspire to make maps on level with some of the classics we played back in the day, so I hope getting feedback from you guys will help me along.

To start here's a map I just released and playtested on the server today, its an aim map meant for the deathmatch type mode MXS runs. The theme is a space station so the map has naturally low grav with a big trigger_gravity enclosing all the play space.

aim_cratejam3

Image

Image

Image


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 Post subject: Re: Mapping for MXS
PostPosted: Fri Sep 04, 2015 9:10 pm 
 Professional Fun Killer
 <i>Professional Fun Killer</i>
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Joined: Wed Jun 20, 2007 10:36 pm
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Location: Davis, CA
SteamID: STEAM_0:0:4779763
Nice textures, where'd you get those from? Also with the deathmatch mod you're running, did you have to edit the existing maps to add new spawns for players?

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but he's A Ninja, he's one of the best fucking snipers on the server, if your evidence doesn't line up prepare to be ridiculed by your inability to differentiate hackers from really fucking good players.


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 Post subject: Re: Mapping for MXS
PostPosted: Fri Sep 04, 2015 10:07 pm 
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Joined: Sat Aug 29, 2015 7:16 pm
Posts: 178
They're the Nightwatch textures mixed with a few Valve defaults. With the deathmatch mod I just needed to make sure we had 32 slots, we also have an amx plugin that lets us change the spawns live in game so its not that big of a deal. :V


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