View Full Version : New map cycles.
AdamR
3rd December 2007, 12:20
Posted up here (http://sc.multiplay.co.uk/news.php?view=34) :)
Decca
3rd December 2007, 13:36
yay :)
AdamR
3rd December 2007, 19:49
I'll add co1a to customs and king size next time I'm in ClanForge. It's a decent series :)
ruM^
4th December 2007, 10:04
Thanks again! :D:
AdamR
4th December 2007, 10:29
NP
Rum, if you've not played co1a yet, try it out :) It's a mission series, appeared to be quite nice :D Silight over use of barnacles though.
In fact everyone give it a whirl :p if you all approve I'll slap it in the cycles.
Decca
4th December 2007, 17:50
it's fun. at least I though so.
ruM^
5th December 2007, 12:37
I personally felt it lacked quite a bit of action sometimes, especially in the beginning. Maybe it is just me but it felt bland if thats the right word to use. I admit that some of the map designs (textures aside) and the general series itself is very reminiscent of SP Half-Life. One thing I did find 'unique' is having to backtrack to locked areas you couldn't open yet. I'm not sure if it was a good thing because I can see other players finding it tedious. This is my opinion though. :)
AdamR
5th December 2007, 16:41
Tough missions could be what we need ;)
cyberdaemon
9th December 2007, 22:01
No sc_frontline :( It is tough mission :P
And btw you forgot to add that 357 instead of desert eagle entity :D weapon_eagle does not exist in svencoop 3.0 :(
AdamR
10th December 2007, 04:08
It's not in the cycle because it causes everyone to drop.
cyberdaemon
11th December 2007, 21:52
It's not in the cycle because it causes everyone to drop.
So people cant dl it ?
AdamR
12th December 2007, 10:25
I can't remember why exactly, but when the map comes on many people get kicked out to their desktop.
I've not updated the eagle entity yet. You should really do that and re-distrobute the map (as a simple entity change won't cause 'map differs' errors). You also need to include a res file if you re-distrobute it, they are important.
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