PDA

View Full Version : hdn_greenhouse



Phaedrus
23rd May 2008, 23:38
UPDATE: Version 3 is now available for download (http://files.filefront.com/hdn+greenhouse+v3bspbz2/;10976059;/fileinfo.html) (2.2 MB bzipped).

This map has been around for awhile now as hdn_greenhouse_ghs_v1. It is a pretty cool map that someone put a lot of work into, but has obviously been abandoned, unfinished. I couldn't find the author to ask permission, but I decided to fix/finish it anyway. Here is what I've done...

hdn_greenhouse_ghs_v2:

Change Log:
- fixed various texture alignments
- fixed nodraw gap in street near spawn
- fixed props falling through displacements (-novirtualmesh)
- removed info_player_spawn entities (hl2 spawns)
- moved iris spawn locations to fix getting stuck and increase engage time
- reduced and moved hidden spawn points to increase engage time
- reduced/moved phys objects in alley to reduce clutter issues
- opened/widened chimney to allow access through
- raised doorway to roof from checker room to reduce campers/sticking
- added nodraw to unseen surfaces to improve fps
- added jimmeh, xbox, and poster
- added soundscapes
- added boxes to backyard
- added player clip ramps to most stairs (some are too steep)
- added player clip to outer building rooftops to reduce empty space viewpoints
- added smoke to roof pipes
- modified surrounding buildings to reduce empty space viewpoints
- moved/added skybox buildings to reduce empty space viewpoints
- func_detail optimizations

I am not ready to release the new version yet, but I want to post this thread now. If anyone knows the author or has any objections to this, please let me know. Screenshots, the bsp (of course), and the vmf to come.

http://img145.imageshack.us/img145/222/hdngreenhouseghsv1d0000td1.th.jpg (http://img145.imageshack.us/my.php?image=hdngreenhouseghsv1d0000td1.jpg)http://img145.imageshack.us/img145/8855/hdngreenhouseghsv1d0001ub3.th.jpg (http://img145.imageshack.us/my.php?image=hdngreenhouseghsv1d0001ub3.jpg)http://img145.imageshack.us/img145/9169/hdngreenhouseghsv1d0002qg1.th.jpg (http://img145.imageshack.us/my.php?image=hdngreenhouseghsv1d0002qg1.jpg)http://img136.imageshack.us/img136/1152/hdngreenhouseghsv1d0003he1.th.jpg (http://img136.imageshack.us/my.php?image=hdngreenhouseghsv1d0003he1.jpg)http://img99.imageshack.us/img99/805/hdngreenhouseghsv1d0004zb9.th.jpg (http://img99.imageshack.us/my.php?image=hdngreenhouseghsv1d0004zb9.jpg)

Download:
hdn_greenhouse_ghs_v2.bsp.bz2 (http://files.filefront.com/hdn+greenhouse+ghs+v2bspbz2/;10483972;/fileinfo.html)

Isolation
23rd May 2008, 23:49
Without any screenshots, the map name does not ring any bells.

Phaedrus
24th May 2008, 00:07
Without any screenshots, the map name does not ring any bells.

I added some screenshots of my most recent "Fast" build. I hope that helps.

Zabiela
24th May 2008, 01:11
Those ghs guys had good ideas for maps to port, but did a terrible job porting them.

That map looks fun.

Isolation
24th May 2008, 05:15
Still don't remember it, but that don't matter. What you have there is a looker. I might even dust off Steam to play it someday :cool:

Zabiela
24th May 2008, 08:09
Still don't remember it, but that don't matter. What you have there is a looker. I might even dust off Steam to play it someday :cool:

Me and pheadrus played mobscene the other day and were wondering about that ;)

Paegus
24th May 2008, 09:50
well it certainly looks nice. i'll throw it up on CC for some test runs and see how it plays if/when you have a releasable version.

e: though i fear it will be a manufactory redux... the open planning will likely destroy some frame rates.

Master of Puppets
24th May 2008, 10:42
I remember playing that map somewhere. Tho only when there were 3 ppl. But it was nice. I would rly like to see this map in more map lists.

Cheesey
24th May 2008, 11:38
Those ghs guys had good ideas for maps to port, but did a terrible job porting them.

That map looks fun.

I only know 3 maps, 2 of HLČ-Deathmatch, which are horrible!!! And this one. Their greenhouse-version was the best of the three maps, but still far away from a good map. Now it indeed looks better! I'll add it to my mappack, when you are ready to release it, Phaedrus. Thank you, for your work! :)

Phaedrus
24th May 2008, 19:00
well it certainly looks nice. i'll throw it up on CC for some test runs and see how it plays if/when you have a releasable version.

e: though i fear it will be a manufactory redux... the open planning will likely destroy some frame rates.


I will probably have a release by Monday. I still want to add some stock music and polish it up. As for frame rates, you can see my net_graph 3 in all those screenies. They vary from 72-108 on my GeForce Go 6800, though it is just a "Fast" build. I spent a considerable time nodrawing most of the major non visible surfaces. I could spend some time sectioning the surfaces that are partly visible and nodrawing the unseen part to help more. I will try to check for bad spots and see if they can be improved.

Isolation
24th May 2008, 21:07
Me and pheadrus played mobscene the other day and were wondering about that ;)

About me playing, or that particular map being finished?

If A, possibly. I've had some... unpleasantness to deal with since last Saturday.

If B, 0%, since I don't have any of my map files anymore.

TheOtherDante
27th May 2008, 17:45
so we're not gonna see a final version of mob sence for HEX uh, dah well it was a funny mapp anyway with the sucide jumps and all that good stuff.

<Beatlemania>
31st May 2008, 02:36
very cool phaedrus, i look forward to playin it

Phaedrus
4th June 2008, 01:41
Version 2 is now ready for download. I have bzipped the file, so it is ready for fast HTTP downloads. This will be put into my server rotation starting tomorrow. If you find any errors, please submit them here.

Here is the link:
hdn_greenhouse_ghs_v2.bsp.bz2 (http://files.filefront.com/hdn+greenhouse+ghs+v2bspbz2/;10483972;/fileinfo.html)

poliq
4th June 2008, 09:26
Some small suggestions.
From the left:
1: Fix textures, or one of those invisible-walls-which-I-don't-remember-the-name-of.
2: Make this ledge possible to sit on?
3: Chimney beeing a evil camper spot?
4: The lightbulbs would look awesome if they where lighted, and could swing. The radiators don't come down from the wall. (I guess its meant to be?)
http://img150.imageshack.us/img150/7198/hdngreenhouseghsv20000bx8.th.jpg (http://img150.imageshack.us/my.php?image=hdngreenhouseghsv20000bx8.jpg)http://img261.imageshack.us/img261/866/hdngreenhouseghsv20002qh3.th.jpg (http://img261.imageshack.us/my.php?image=hdngreenhouseghsv20002qh3.jpg)http://img215.imageshack.us/img215/855/hdngreenhouseghsv20003eo8.th.jpg (http://img215.imageshack.us/my.php?image=hdngreenhouseghsv20003eo8.jpg)http://img107.imageshack.us/img107/2966/hdngreenhouseghsv20004qy0.th.jpg (http://img107.imageshack.us/my.php?image=hdngreenhouseghsv20004qy0.jpg)

Anyways, it looks pretty good. I love the way you placed props around (corners etc.) :D

Paegus
4th June 2008, 09:36
should be up on CCake sometime today. I'll add it to the lists when it's on the HTTPd.

TheOtherDante
4th June 2008, 13:02
poliq looks like you sonic laddered up that chimney, so in any case i wouldnt worry too much about another IRIS member figuring that out.

biohazard-uk
4th June 2008, 13:31
Good map :D but I saw some overlays on the textures D:
and its nothing serious but the windows, they are func_details? or something? because they dont give that glass-overlay effect on stuff on the other side and it makes it look sort of wierd :P

Paegus
4th June 2008, 13:46
Ok so had a few people playing it so far...

http://img104.imageshack.us/img104/5221/hdngreenhouseghsv20003nv8.jpg (http://imageshack.us)
there's an overlapping brush here abouts

http://img206.imageshack.us/img206/3815/hdngreenhouseghsv20006it0.jpg (http://imageshack.us)
not sure what's going on here. cubemap maybe?

http://img161.imageshack.us/img161/8479/hdngreenhouseghsv20007du6.jpg (http://imageshack.us)
another overlapping brush. out of the map but quite noticeable when you're on the roof.

http://img161.imageshack.us/img161/5599/hdngreenhouseghsv20008nq2.jpg (http://imageshack.us)
more just a general thing, but it's called a greenhouse right? i think it's lacking in greenery though. could the ground below the atrium be more populated? perhaps turn that one 'pot' into an L shape and wrap around the column a bit.

http://img170.imageshack.us/img170/4153/hdngreenhouseghsv20009xm0.jpg (http://imageshack.us)
first off, i HATE invisible walls. HATE them.
secondly are iris even supposed to be able to get up here? i'd think not. the map is already very hidden unfriendly with grating/mesh everywhere making him easy to spot. so how about marine clipping this and possible some creative funnel clipping at the bottom of the chimney so they can still fall down it and die but they just can't get that boost up it with the sonics.
if you can make this hidden only then the invisible wall factor is negated somewhat as most outdoors maps have a certain "the hidden WANTS to stay here" feel... like derelict.

http://img519.imageshack.us/img519/9103/hdngreenhouseghsv20010ff1.jpg (http://imageshack.us)
while it's a fun perch i'm sure i don't think the iris should be able to sit here either. though i'm in two minds. it's easy enough for a hidden to knock them off but perhaps some more creative marine clipping to make them slide off.

i haven't played the original so i can't really comment on it in regards to that. The performance is much better than manufactory even with the fact that pretty much the entire map is being rendered most of the time.

-location triggers need to be added

-the render order on the glass panels shows the player models through it.

-you camera order and naming needs a bit of work. iirc the cameras cycle from last added to first. so if you re-order them. a simple entity hack would be fine

-not enough phys props. seriously there's what, a barrel, a brick, a couple of boomboom barrels and a few (3) wood and grocery crates? it need MOAR!

all in all it's a very good map and with a few minor tweaks would be pretty much final. if you're looking to make any significant world changes, i'd have to mention those 2 breakable windows. they look really out of place to be honest. instead of breakable could they each perhaps be allowed to split in the middle and swing down? something similar on the roof panels. maybe just 1 of them up there. but all that glass and no way to break it makes me sad. Having those lights swing would be nice as well. but don't have them on as presently source's dynamic lighting blows. and it's daytime anyway.

for now it will stay in CC's vote list as the few player's who's opinions i actually give a crap about seem to quite enjoy it.

biohazard-uk
4th June 2008, 16:51
Indeed there needs to be more physics models, perhaps move that utility pole along abit and add marine clipping like Paegus said....but its not really a big problem.

With the invisible walls, maybe put another wall with windows and roof models on to give a reason for hidden not being able to just walk into a invisible wall :D

Nice map....BUT NO JIMMY?! :'(

TheOtherDante
4th June 2008, 17:05
http://img261.imageshack.us/img261/866/hdngreenhouseghsv20002qh3.th.jpg (http://img261.imageshack.us/my.php?image=hdngreenhouseghsv20002qh3.jpg)


according to this there is a jimmey

Phaedrus
4th June 2008, 17:09
Thank you all for your great feedback. I really appreciate you taking the time to check it out. It turned into much more of a project than I had anticipated and I was getting a bit tired of it. When that happens, I tend to lose perspective, so your feedback is very helpful. I will plan on picking it back up after I finish the extended stalkyard.


Some small suggestions.
From the left:
1: Fix textures, or one of those invisible-walls-which-I-don't-remember-the-name-of.
2: Make this ledge possible to sit on?
3: Chimney beeing a evil camper spot?
4: The lightbulbs would look awesome if they where lighted, and could swing. The radiators don't come down from the wall. (I guess its meant to be?)

Anyways, it looks pretty good. I love the way you placed props around (corners etc.) :D

1. The invisible wall is a playerclip and it is definitely not intended to create that perch. I imagine there is a small lip I was unaware of.
2. That ledge represents the end of the map. Everything behind it is a 3D skybox. The building there does not respond when shot or slashed. This presents a dilemma. The invisible wall is a temporary solution at this point.
3. Yes, that is a bad spot there. The chimeny was already a potential camping spot in the original, but it seems I may have made it worse. My intention was to allow the hidden a quick route from the roof to the lower level. I may need to rethink this.
4. The lightbulbs there actually are lit, but there is not much contrast as the sunlight is blending it. I could make them swing, but I am not sure about how to do so with a dynamic light. I may look into this. Yes, the radiators aren't meant to come down.

Poliq, thank you for your excellent input. Constructive feedback really means a lot to me, especially when you take the time to post screenshots. Thanks.


Good map :D but I saw some overlays on the textures D:
and its nothing serious but the windows, they are func_details? or something? because they dont give that glass-overlay effect on stuff on the other side and it makes it look sort of wierd :P

Yes, they are func_details and yes it looks wierd. I probably got a bit carried away, but the original had almost no func_details. I have no idea how they ever compiled a full version. I left it compiling for 18 hours and it got to 6 of 10 on the PortalFlow, which only takes longer the further it gets. As it stands now, there are still 2500 portals. It was a nightmare. I will clean it up when I return to it.


Ok so had a few people playing it so far...

there's an overlapping brush here abouts

not sure what's going on here. cubemap maybe?

another overlapping brush. out of the map but quite noticeable when you're on the roof.


Lol, Paegus. You definitely live up to the time of +5 Nitpicker of Doom. You are awesome.

Thanks for pointing out the texture problems. There very plenty before and I was sure I had missed some. After looking at something so long, you tend to start overlooking things, which is why its so great to get some fresh eyes on it.



more just a general thing, but it's called a greenhouse right? i think it's lacking in greenery though. could the ground below the atrium be more populated? perhaps turn that one 'pot' into an L shape and wrap around the column a bit.

I know its not very green for a greenhouse. My original intention was to leave as much as possible of the original content untouched, but I think it wouldn't hurt to green it up a bit. I can add ivy to the pots here and on the side of the walls.



first off, i HATE invisible walls. HATE them.
secondly are iris even supposed to be able to get up here? i'd think not. the map is already very hidden unfriendly with grating/mesh everywhere making him easy to spot. so how about marine clipping this and possible some creative funnel clipping at the bottom of the chimney so they can still fall down it and die but they just can't get that boost up it with the sonics.
if you can make this hidden only then the invisible wall factor is negated somewhat as most outdoors maps have a certain "the hidden WANTS to stay here" feel... like derelict.

I hate invisible walls too and I am not satisfied with those either. The problem is that the skybox is right behind it anyway and getting much closer leads to bad viewpoints. I know something needs to be done there and I am open to suggestions. On the original, the IRIS could get to all the rooftops leading from that point. My intention was to limit them to that small section and allow the Hidden to pounce over to a couple other ledges. Something definitely needs to be done...



while it's a fun perch i'm sure i don't think the iris should be able to sit here either. though i'm in two minds. it's easy enough for a hidden to knock them off but perhaps some more creative marine clipping to make them slide off.


I must say that I was completely unaware that you could get on the telephone polls. I am not sure how I feel about it either. Anyone have a solid opinion on this either way?



i haven't played the original so i can't really comment on it in regards to that. The performance is much better than manufactory even with the fact that pretty much the entire map is being rendered most of the time.


Yes, the performance is better, though I don't really know why. Like I said, I got a bit carried away with the func_detail, but some of it is unavoidable due to the design. I can probably through in some hint brushes, but I am not extremely confident in how to place them. I understand the concept, but the layout is rather complex.



-location triggers need to be added

-the render order on the glass panels shows the player models through it.

-you camera order and naming needs a bit of work. iirc the cameras cycle from last added to first. so if you re-order them. a simple entity hack would be fine

-not enough phys props. seriously there's what, a barrel, a brick, a couple of boomboom barrels and a few (3) wood and grocery crates? it need MOAR!

Location triggers were on my to do list and then completely forgotten. Thanks for the reminder. The glass panel render order is probably messed up due to them being a func_detail. I will fix this. The camera order and placement is all from the original, with the following exceptions: the street cameras have been angled more downward and the alley camera has been moved to the opposite side. I didn't want to mess with the original too much, but I don't think and order change would be a bad thing. It could probably use more props, though I have added some: the xbox, the boxes in the backyard, the cinder blocks near the trash bin. I did remove a bicycle and several barrels in the alley as they really cluttered it up. Overall, there is probably about the same amount as the original, but more spaced out. I think a few more in key locations couldn't hurt.



all in all it's a very good map and with a few minor tweaks would be pretty much final. if you're looking to make any significant world changes, i'd have to mention those 2 breakable windows. they look really out of place to be honest. instead of breakable could they each perhaps be allowed to split in the middle and swing down? something similar on the roof panels. maybe just 1 of them up there. but all that glass and no way to break it makes me sad. Having those lights swing would be nice as well. but don't have them on as presently source's dynamic lighting blows. and it's daytime anyway.


The breakable window were in the original, I just made them breakable. You are right though, they do seem a bit out of place. As for the rest of them, I am not sure how I feel about messing with them. I will have to think about it. Swinging lights are ftw. Dynamic light is ftl.



for now it will stay in CC's vote list as the few player's who's opinions i actually give a crap about seem to quite enjoy it


I am glad. I really thought this map had potential, which is why I decided to fix it up. Hopefully other people feel the same way.

biohazard-uk
4th June 2008, 17:18
according to this there is a jimmey

ah there he is! sorry im blind 0.o

Paegus
4th June 2008, 18:53
http://img177.imageshack.us/img177/7346/hdngreenhouseghsv20001jb0.jpg (http://img167.imageshack.us/img167/5611/hdngreenhouseghsv20000vu0.jpg)
another overlap.. on the roof, same side of the glass peak but across from the chimney.

http://img141.imageshack.us/img141/4071/hdngreenhouseghsv20003ub9.jpg (http://img521.imageshack.us/img521/6583/hdngreenhouseghsv20002sz5.jpg)
the chimney in general does need some work.
ideas that have arisen so far:
-put a fire at the bottom. the hidden can get up there fast enough to only suffer 5hp but any iris trying to build a ladder will get roasted. i think they could still get up in time to survive. a nade would probably fix it pretty quickly depending on how high they get planted.
-http://img186.imageshack.us/img186/4545/chimney2nc9.png (http://imageshack.us) put an iris-only trigger hurt just below the top and a marine-clip at the bottom so they can't get in from the bottom.
-http://img110.imageshack.us/img110/6845/chimney1bo9.png (http://imageshack.us) wrap the walls in a marine clip wide enough to cover any alarms that are placed low enough to conceal an iris from the top.
-http://img186.imageshack.us/img186/452/chimney3fa4.png (http://imageshack.us) combine the 2. have the marine clips going all the way down to keep them from landing on alarms already placed on the way down. Cap the bottom with one to prevent the from trying to climb up. Then put an iris-only trigger_hurt just above the bottom cap it so that any iris that does fall in doesn't get the black-screen bug but doesn't die instantly when they try to enter it as with the trigger_hurt at the top.


as for that invisible-wall thing, as i mentioned, the hidden player should be used to them by now but i really think a marine clip should be used to keep iris off of that ledge as it just seems wrong for them to be up there. could also raise that platform just a bit so that single iris can obviously NOT get on it but then also have a marine clip to keep a stack or alarm ladder from gaining access.

Phaedrus
4th June 2008, 19:36
I like the fire idea, but I'm not sure it will be enough. I had already considered adding one for aesthetic reasons. I think a marine clip will probably be best. I need to consider the trigger_hurt idea though.

Paegus
4th June 2008, 20:02
well the only things the iris-only trigger_hurt will really do is prevent the black-death bug. iirc falling from that height should kill them anyway. though that ledge just above the bottom entrance might work as a last minute save.

-SM-SUCKER
4th June 2008, 20:51
I would like to see a ramp to get inside from this part of the map. When an IRIS gets there he has no other way as to turn around, and the balcony is already there, so it would only be helpfull.

poliq
4th June 2008, 21:06
A fire inside would be nice! Would look awesome with smoke coming out on the top at the roof! :D
Also like the ramp-idea. Pretty far to walk from that corner..

Phaedrus
4th June 2008, 21:20
I would like to see a ramp to get inside from this part of the map. When an IRIS gets there he has no other way as to turn around, and the balcony is already there, so it would only be helpfull.


Indeed. I don't know about a ramp, but perhaps ladder to the roof which could also be used to skirt over or just a box next to it?

Paegus
4th June 2008, 23:13
a dead car or one of those static crates or trash cans, etc would do the trick. a ramp would look a bit contrived i think. just have the prop close enough to be used but far enough away (if it's a car) so people can congratulate themselves on being the first to exploit this wonderful shortcut that the mapper obviously hadn't intended.

and back to that chimney, i had a fun idea ala ravenholm zombie traps: have a button on the ground around the corner that ignites or extinguishes a gas fed fire that is off by default. this lets any iris stupid enough to try to get all set up in the funnel but all all the hidden needs do is pop around the corner, wack the switch and the fire ignites, slowly enabling trigger_hurts that extends ALL the way up (because heat tends to move upward) which eventually kills everything in there. hit the switch again and the hidden is free to climb it himself. try to delay the ignition so that the hidden, at spawn, can trigger the fire and then bound up there himself before the fire ignites fully and while the trigger_hurts haven't all been activated yet.

Phaedrus
4th June 2008, 23:16
and back to that chimney, i had a fun idea ala ravenholm zombie traps: have a button on the ground around the corner that ignites or extinguishes a gas fed fire that is off by default. this lets any iris stupid enough to try to get all set up in the funnel but all all the hidden needs do is pop around the corner, wack the switch and the fire ignites, enabling trigger_hurts that extends ALL the way up (because heat tends to move upward) which eventually kills everything in there. hit the switch again and the hidden is free to climb it himself.


Pure genius! Consider it done.

-SM-SUCKER
5th June 2008, 00:18
and back to that chimney...
Oh yes! Traps!! :D:D:D

TheOtherDante
5th June 2008, 12:54
speaking of maps with traps what happen to that garage map you where making i really enjoyed playing there.

Phaedrus
9th June 2008, 20:48
speaking of maps with traps what happen to that garage map you where making i really enjoyed playing there.

hdn_mechanic_b4 is currently in my server rotation. You can find a link to the forum thread in my signature. It is not a great map, but I learned a lot while making it. Perhaps I will dust it off someday.

Phaedrus
8th July 2008, 16:13
Version 3 is now available for download (http://files.filefront.com/hdn+greenhouse+v3bspbz2/;10976059;/fileinfo.html) (2.2 MB bzipped). Here are the major changes (with screenshots)...

The fireplace is now a firetrap. You can start the gas flowing from the valve out back and ignite it with the starter next to it. Anyone camping in the chimney will be hurt from the heat. The fire can be put out by stopping the gas. You can also see the planters now have rocks and trees. There are also new windows by the planter in the second shot below.

http://img67.imageshack.us/img67/6013/hdngreenhousev30002xs9.th.jpg (http://img67.imageshack.us/my.php?image=hdngreenhousev30002xs9.jpg)http://img228.imageshack.us/img228/2150/hdngreenhousev30004xi9.th.jpg (http://img228.imageshack.us/my.php?image=hdngreenhousev30004xi9.jpg)

There are now sliding windows covering the lower greenhouse structure. They open separately and are reset each round. You can also see the new stairway to the top level, which is the opposite direction as before and less steep.

http://img80.imageshack.us/img80/5608/hdngreenhousev30005au9.th.jpg (http://img80.imageshack.us/my.php?image=hdngreenhousev30005au9.jpg)

This new truck allows access into the stairwell from this side of the map. Also notice the smoke from the chimney, which has also been lowered a bit.

http://img230.imageshack.us/img230/1597/hdngreenhousev30006bn4.th.jpg (http://img230.imageshack.us/my.php?image=hdngreenhousev30006bn4.jpg)

The large tree in the center of the second level has been switched for a smaller one off to the side and the walkway has been widened. This should increase ease of movement through this area on both sides. There are also ledge perches along the inside of the glass as well as hanging ivy.

http://img66.imageshack.us/img66/69/hdngreenhousev30007am6.th.jpg (http://img66.imageshack.us/my.php?image=hdngreenhousev30007am6.jpg)

Here are some other changes:
- The lower stairwell corner next to fireplace has been closed off due to excess camping.
- The side alley has been widened.
- The center exit to the back lot is much larger.
- The back building by the chimney has been heightened and marine_clip'd.
- Location triggers have been added.
- The railing widened slightly on top level.
- New boxes and physics objects have been added.
- The metal planter structure has been removed.
- Jimmeh has been relocated.
- The 3D skybox has been improved (hopefully).

TheOtherDante
9th July 2008, 14:45
cant wiat to give it a good test run..

-SM-SUCKER
11th July 2008, 00:03
Jeah, nice changes.

I even got the fireplace to work, with some help... (I didn't know about the valve at the back of the chimney)
Then I went all the way up to throw in the good stuff.


Next thing I will try out is stuffing all the exploding barrels in there and pile some normal barrels on top of those. Lets see how high they will fly :D

Jordan
22nd January 2011, 06:46
If anyone has the download link to this map, please post it. I only have my version that I ported over.

Thanks,
Jordan

Darkhand
23rd January 2011, 17:55
Riki-Oh's map pack seems to have v3 in it and the link works:

http://www.megaupload.com/?d=VXVBHOA8