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05 Dec 2020, 00:00:00 (PRT)
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Old 2020-06-28, 13:56   #21
Rabbit

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Default Re: (wip) Hateruma (4km)

Okay, the packer didnt pack the .dat files so I did it manually. Also fixed and number of other issues.
Currently playable but there is no Ch_para faction completed yet so spawn as US. Looking for general layout feedback.
https://www.dropbox.com/s/b31vlbwz9x...teruma.7z?dl=0



AfSoccer "I just don't see the natural talent."
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Old 2020-07-05, 16:52   #22
Rabbit

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Default Re: (wip) Hateruma (4km)

Replaced editor shots with ingame. Still lookin for general layout feedback.



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Old 2020-07-08, 18:19   #23
Rabbit

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Default Re: (wip) Hateruma (4km)

Looking for someone who is really good with colormaps for this map. I'd like to tpaint it, but overlay the fields onto it and use that as a minimap version then rerun it and use the only bf2 paint as ingame.



AfSoccer "I just don't see the natural talent."
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Old 2020-07-10, 17:34   #24
Rabbit

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Default Re: (wip) Hateruma (4km)

RIP. Map has hit a point where it just can load in editor anymore with staticobjects.con



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Old 2020-07-11, 03:32   #25
Hokunin
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Default Re: (wip) Hateruma (4km)

You mean like its over, thats it? Abandoned forever?

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Old 2020-07-11, 03:43   #26
Rabbit

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Default Re: (wip) Hateruma (4km)

Quote:
Originally Posted by Hokunin View Post
You mean like its over, thats it? Abandoned forever?
No, but not until I start getting things like the hedgerows to cut down on static numbers to make it stable enough to keep working on.



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Old 2020-07-19, 14:39   #27
Rabbit

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Default Re: (wip) Hateruma (4km)

resolved editor issues.



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Old 2020-11-04, 05:24   #28
Sir.Helpman
Default Re: (wip) Hateruma (4km)

Nice work
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