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Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
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[MAP]WF-Hill 400

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  • #46
    Originally posted by nymets1104 View Post
    Working on all of these ideas. Think you will like the results.

    A few more updates:
    Looks good. The last one on the right (one with the ladder.) Either needs some damage decals, or a damaged mesh roof, either that or get rid of the "debris pebbles".
    --------------------------Beskar Mando-------------------------
    sigpic

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    • #47
      Originally posted by Beskar Mando View Post
      Looks good. The last one on the right (one with the ladder.) Either needs some damage decals, or a damaged mesh roof, either that or get rid of the "debris pebbles".
      Good call. Have a horrible time with decals on bsp shapes when a point lught is inside. Will play with it some more
      Support Custom Maps and Mods

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      • #48
        Yeah, looks good. I obviously don't know exactly where that is situated on the hilltop, but if its theoretically where it could be attacked from multiple sides, I'd suggest more sandbags all around. I know in game it'll only be coming from one direction....
        sigpic

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        • #49
          Originally posted by Lemonater47 View Post
          This map looks to me at least more based off the COD2 map rather than darkest hour.
          The original one from DH was also based off the COD2 version, it also had a village below.

          Village mission:
          https://www.youtube.com/watch?v=UDr7Zry3ywU

          Storming of the hill:
          https://www.youtube.com/watch?v=BDSQrN3wpUA
          [SIGPIC][/SIGPIC]
          [I]a.k.a Sgt. Veld [29thID][/I]
          [B][I]Proud RO player since mod v2.0[/I][/B]

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          • #50


            Updated to WF-Hill400B3

            Download WF-Hill400B3 Here

            Subscribe in SWS Here


            Changelog 12/08/2015

            • Fixed bulletproof Foliage
            • Adjusted position of all 4 Caps
            • C and D now enable at same time and lock when BOTH are Captured
            • C is completely below ground
            • D is completely above ground
            • Made larger entrance to Axis side of Bunker
            • Germans spawn closer prior to B being captured
            • Added Ambient Artillery in the distance
            • Modified spawn protection
            • D longer to cap (30 secs)
            • Replaced Leaf texture with pine needle texture in Terrain
            • Modified falling leaves to be brown and orange rather than green
            • Added more trees, bushes, rocks, craters, and debris everywhere
            • Added burning trees
            • Right side bunker access for attacking Allies is now a Satchel Obj
            • Added a port hole at same location for Germans to defend from
            • Added destroyable barbed wire around perimeter of Hill (grenades or satchels)
            • Added small trenches in A
            • Added more mine fields near perimeter of hill E and West ends
            • Added a new texture for large rocks
            • Added new concrete texture and Damage Decal
            • Added a fortified building in the rear of D
            • Added several destroyed sdKfz meshes to map
            • Lowered volume of Owls
            • Added Crow sounds
            • Added a radio in D
            • Added Another fixed MG in D
            • Added Ammo Resupply in D
            • Toned down overwhelming reverb when underground
            • Added an electrified Radio Antennae in D
            • Added a new damage system (Electrocute) to environment...for fun
            • Added many more Dragons teeth of varying sizes
            • Tripled number of destructible objects on map
            • Added 2 mins to time
            • Added light snow falling
            • Improved Bots capping abilities (still not perfect)
            • Modified lighting slightly
            • Brightened Fog slightly
            • Door to the bunker in D no longer explodes automatically
            • Added No Arty Zones to both Village spawns (Axis and Allies)


            A huge Thank You to
            • SCUM82
            • LugNut
            • Beskar Mando
            • Simon
            • Lemonater47
            • Moskeeto
            • RandomPerson



            For their input and assistance in this large update.
            Last edited by nymets1104; 12-08-2015, 01:53 AM.
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            • #51


              Wonderful. Great effort; great work. I'll get this on Crucible ASAP. Maybe I'll do this map and a few other WF maps on Sat or Sun afternoon. I guess it's time for some showcasing.
              Last edited by G_Sajer; 12-08-2015, 12:22 PM.
              Mr Sajer's winter home heating: i7-4790 OCd to 4.5**GTX 1080 FE GPU**16GB ddr3**Dual Intel SSD**Creative Labs SoundBlaster Zx ...and a lot of fans.

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              • #52
                Lowered volume of Owls
                Added Crow sounds
                Every time I play that map.... "Am I nuts or does anyone else hear owls!?"
                sigpic

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                • #53
                  Thanks You .
                  [url]http://www.redorchestra2.fr/forum/viewforum.php?f=6[/url]

                  [url]http://www.redorchestra2.fr/forum/viewforum.php?f=16[/url]

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                  • #54
                    Originally posted by LugNut View Post
                    Every time I play that map.... "Am I nuts or does anyone else hear owls!?"

                    You can. I've been trying to stress two things about RO2 since it's release. Many people are only hearing a portion of what is available to hear. And believe me, I've spent some time researching sound behavior in this game. IF you have an upscale audio card and IF you set in game audio settings to 128 bits, you will be able to hear everything rendered. If the mapper includes pigeon poop hitting the sidewalk, you'll hear it.
                    Last edited by G_Sajer; 12-08-2015, 01:48 PM.
                    Mr Sajer's winter home heating: i7-4790 OCd to 4.5**GTX 1080 FE GPU**16GB ddr3**Dual Intel SSD**Creative Labs SoundBlaster Zx ...and a lot of fans.

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                    • #55
                      I played a number of rounds today with mostly bots, it's a much richer environment and feels bigger. The summit of the hill is going to have epic battles, lots of bunkers, cover and room to flank. Wooo!

                      I found a couple of bugs:

                      1) The fixed mg at D won't traverse to the right, only left.

                      2) Can we mantle up on the barrels at the radar thingy? Please?

                      3) Bots can levitate in this bunker, but I wasn't able to.

                      4) I tossed 2 nades trying to blow this section of wire and they both bounced off an invisible wall and blew up behind me. I went back and couldn't replicate it, fwiw. The map shows where I blew up.
                      Attached Files
                      sigpic

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                      • #56
                        Really beautiful map.
                        Played with 20 folks yesterday.

                        One thing kept comin' on TS.
                        When Alpha falls. Defending is too difficult for germans, due to spawn being too far or else.

                        But great-great map...with Omaha Beach definetly bests to play!!!

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