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 Yavin_Temple 2.3 is now public!

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Abrum



Posts : 257

PostSubject: Yavin_Temple 2.3 is now public!   Fri 05 Sep 2014, 11:47 am

First topic message reminder :

Greetings,

Yes it was me who played today, 9/4/2014. I have UPDATED Yavin Temple to 2.3! It now has CTF functionality, so just add it to your CTF list in the server's config and you can play CTF in yavin_temple! ALSO: you can now lock the Temple doors so you are free to do a tournament! Yep, I figured out how to make toggleable doors. The admin controls to lock the temple are in the probe training room (there's a button on the wall that admins can press to toggle the door. Smile

NOTE: Please refer to Abrum's Blog for the current version of this map.

Link: [You must be registered and logged in to see this link.]

NOTE: Please refer to Abrum's Blog for the current version of this map.

Enjoy everyone! I look forward to seeing you all ingame and doing a little CTF! One team defends the Jedi_Temple, the other attacks. Smile

-Abrum


Last edited by Abrum on Fri 26 Sep 2014, 8:49 pm; edited 2 times in total
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NickdeClaw
Legend
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Posts : 3075

PostSubject: Re: Yavin_Temple 2.3 is now public!   Sun 28 Sep 2014, 11:44 pm

No, I'm sure the bot spawn locations were intentional by Abrum. Where do you want spawns? The only place I DON'T want them is in the temple, but I could see arguments for keeping them out of hangar too.
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Vader
Sith Warrior
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PostSubject: Re: Yavin_Temple 2.3 is now public!   Mon 29 Sep 2014, 1:05 am

Slight problem, damn. I wonder what it was.

Edit: Aha, for map, it was supposed to be yavin_temple and not ctf_yavin_temple. (I guess I got confused with the actual CTF maps, since they don't have a version without CTF, so they have to have "ctf_" in their name. I understand now. lol)

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KingYodah
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PostSubject: Re: Yavin_Temple 2.3 is now public!   Mon 29 Sep 2014, 3:24 am

Nice work,

NickdeClaw wrote:
Where do you want spawns? The only place I DON'T want them is in the temple, but I could see arguments for keeping them out of hangar too.
I suggested Abrum to move the spawns to courtyard corners and/or to courtyard walls because when people are fighting it may get uncomfortable if people/bots would keep respawning among them, so in next update this will be probably done

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KingYodah
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PostSubject: Re: Yavin_Temple 2.3 is now public!   Mon 29 Sep 2014, 9:39 pm

this is how it looks like lol, 59 fps after I froze the bots xD
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EpicJK2 wrote:
You can always get grapeless seeds

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Battledroidlover
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PostSubject: Re: Yavin_Temple 2.3 is now public!   Tue 30 Sep 2014, 8:07 am

Courtyard spawn really sucks , kinda makes the area unplayable as you just get spawn crushed all the time! Rock would be much better I think !
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Xasomur
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PostSubject: Re: Yavin_Temple 2.3 is now public!   Tue 30 Sep 2014, 8:23 am

the previous spawns were fine.

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KingYodah
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PostSubject: Re: Yavin_Temple 2.3 is now public!   Tue 30 Sep 2014, 8:27 am

Xasomur wrote:
the previous spawns were fine.
Exactly what I have in mind, imo there was no need to do something with spawnpoints

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You can always get grapeless seeds

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PostSubject: Re: Yavin_Temple 2.3 is now public!   Today at 12:18 pm

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