Mapeadores
Hub
Mapeadores
Hub
Zurück zur Website
Community
StartseiteRegelnNeuigkeitenFAQBansSupporter
Forum Mapeadores
Forum
Comunicados21
Anuncios12Eventos8
General1454
Off-Topic1024Presentaciones349International28Youtube28
Servers984
CS:S | ZombieMod | Barricada + Escape210CS:GO | Zombie Escape345CS:GO | KZ Timer2CS:GO | Prey5Bans164Feedback123Unirte133
Mapping533
Problemas y Dudas249Mapas118Guías y Tutoriales110Proyectos Comunitarios24Modelos, Texturas y Partículas11Prefabricados19
Releases2
Mapeadores
Hub
Zurück zur Website
Community
StartseiteRegelnNeuigkeitenFAQBansSupporter
Forum Mapeadores
Forum
Comunicados21
Anuncios12Eventos8
General1454
Off-Topic1024Presentaciones349International28Youtube28
Servers984
CS:S | ZombieMod | Barricada + Escape210CS:GO | Zombie Escape345CS:GO | KZ Timer2CS:GO | Prey5Bans164Feedback123Unirte133
Mapping533
Problemas y Dudas249Mapas118Guías y Tutoriales110Proyectos Comunitarios24Modelos, Texturas y Partículas11Prefabricados19
Releases2
Hub›Forum›Servers›CS:GO | Zombie Escape

Sugerencias de mapas / map suggestions

@Morell📅 April 16, 2016⏱ 103 Min. Lesezeit👁 10.402 Aufrufe💬 161 Beiträge❤️ 12CS:GO | Zombie Escape
featured
Enviolinador
@Enviolinador
📅 6. April 2017#61

FO
FOXinBOX:
ze_l0v0l_a7_csgo3 DL: https://www.dropbox.com/s/o3vhutz8viivbdx/ze_l0v0l_a7_csgo3.rar?dl=0 But seriously, here is the mapper, which tries to do it qualitatively. If there is a desire - write him your feedback on what needs to be corrected, and he will try to do it. Again, I will not say that its ports are ideal - but at least he will be able to listen to criticism and do it normally.

In a time span of less than 24 hours, 3 different versions of the same map—which is not finished by the mapper in CS:S—have been posted here. I think we’re gonna have different definitions of ‘qualitatively’ and ‘do it normally’. Besides, Syoudous already detailed a ton of feedback in his post—and that probably doesn’t cover it all.

As a mapper, I have already told you that the sanest advice would be:

  • Instead of porting maps, create new things.
  • If you’re going to port maps, make sure they won’t get updated any time soon (or at all).
  • For maps that won’t get updated any time soon, contact the mapper (if available) and ask them if it’s OK to port the map to CS:GO.
  • When porting, strive to make ports that look better than their CS:S counterpart, are the same size or less and won’t cause mid-to-long-term problems. Never modify what the mapper intended any more than to ensure the map is playable on CS:GO.
  • Carefully check your ports to avoid releasing 3 different versions (each of them incurring in a 74MB download if compressed) in less than 24 hours. This implies running through the map several times, both locally and on a test server, before releasing anything.
  • Probably just do 1., skip steps 2 to 5.

Finally, a reminder: most remaining CS:S mappers are capable enough to port their maps themselves. If they don’t want to do it, or don’t want to do it yet, they might have some reason.

FO
@FOXinBOX
📅 7. April 2017#62

ze_bioshock_v6_2_csgo2 http://gamebanana.com/maps/187790

JA
@Jakka
📅 8. April 2017#63

Map: ze_dreamin_v1_6 http://gamebanana.com/maps/193217 Played on other servers a few times, seems like an alright map Sorry if it’s been posted or talked about before.

Enviolinador
@Enviolinador
📅 8. April 2017#64

FO
FOXinBOX:
ze_bioshock_v6_2_csgo2 http://gamebanana.com/maps/187790

It has a few issues which Syoudous already told the mapper about in the game banana page. It’s the latest comment there.

![None](https://mapeadores.com/letter_avatar_proxy/v3/letter/j/47e85d/40.png) Jakka: 

Map: ze_dreamin_v1_6 http://gamebanana.com/maps/193217 Played on other servers a few times, seems like an alright map Sorry if it’s been posted or talked about before.

I think we discussed it on Discord already and it wasn’t merged into this thread. This is what Syou said:

[CODE]ze_dreamin_v1_6 - Won’t test on the server.

Map was renamed after compile (ze_dreamin_t4 to ze_dreamin_v1_6) leading to broken cubemaps. Everyone with a player model with cubemaps (reflections) will essentionally glow blue. Valve pushing for custom hand models now with cubemaps will show this glaring effect now. Lacking full 32/32 player spawns, map has 26/26.

The player spawns are what really turn it down.[/CODE]

I also think Astor talked with someone to talk with the mapper. If/when he does the appropriate fixes, it can be tested.

JA
@Jakka
📅 8. April 2017#65

Just a few maps on gamebanana I thought looked nice;

Ze_Tyranny_v5_csgo2 & ze_pidaras_v1_4fix3_ez1 AND/OR ze_pidaras_v1_4fix3_e9

Tyranny - http://gamebanana.com/maps/194977 Pidaras EASY VERSION - http://gamebanana.com/maps/190877 Pidaras NORMAL VERESION - https://www.dropbox.com/s/0d9rtalqn22c0qv/ze_pidaras_v1_4fix3_e9.rar?dl=0

I believe that the ‘ez1’ at the end of the first Pidaras means Easy and thus is a easier version of the normal Pidaras. Again, sorry if any have been posted or talked about before.

Enviolinador
@Enviolinador
📅 9. April 2017#66

JA
Jakka:
Just a few maps on gamebanana I thought looked nice;

Ze_Tyranny_v5_csgo2 & ze_pidaras_v1_4fix3_ez1 AND/OR ze_pidaras_v1_4fix3_e9

Tyranny - http://gamebanana.com/maps/194977 Pidaras EASY VERSION - http://gamebanana.com/maps/190877 Pidaras NORMAL VERESION - https://www.dropbox.com/s/0d9rtalqn22c0qv/ze_pidaras_v1_4fix3_e9.rar?dl=0

I believe that the ‘ez1’ at the end of the first Pidaras means Easy and thus is a easier version of the normal Pidaras. Again, sorry if any have been posted or talked about before.

Those have the concerns I raised before about being poor quality ports that don’t address crucial things that might lead to issues down the road. You can see that Tyranny’s uploader is the same as l0v0l, and Pidaras’ has been mentioned earlier in Discord, in fact at the same time as ze_dreamin. Here is what Syou pointed out about it:

FireStarter
@FireStarter
📅 9. April 2017#67

There’s a new version of ze_tilex_ultimate (ze_tilex_ultimate_v2_12).

I think that it’s an interesting map, with 5 levels (plus RTV level), alternate paths (changing from level to level) and a boss fight at the end of level 5 (gallery).

BA
@baster
📅 9. April 2017#68

I dont know maybe the maps some users are posting have some issues, but we can at least test them to see if they caan work. i know you want everything to work perfectly but in the end the mapper cannot change the map so it fits only mapeadores server. You cant just keep saying no to every map the users post, we can for example use Sundays to test those maps, if they dont work ofc we dont use them. But at least try testing them, saying no beforehand in the end will the server not have any new maps. I propose 3 maps, maybe they were proposse before, but i think we can try testing them. ze_dreamin_v1_6 http://gamebanana.com/maps/193217 ze_l0v0l_a7 https://www.dropbox.com/s/o3vhutz8viivbdx/ze_l0v0l_a7_csgo3.rar?dl=0 ze_ashen_keep https://www.dropbox.com/s/0ksxivh904x863f/ze_ashen_keep_csgo1.rar?dl=0

UN
@Unorth
📅 9. April 2017#69

Map name: ze_FFXII_Westersand_v7_z_b3 by Hydregion Map Size: 140 mb (unzipped) Spawn points(if known): 64 Download Link: https://www.dropbox.com/s/e2jj69ayj0twurk/ze_ffxii_westersand_v7_z_b3.bsp.bz2?dl=0 Nav file: https://www.dropbox.com/s/z20effuoow8x4v1/ze_ffxii_westersand_v7_z_b3.nav?dl=0 Has items(Yes/No): Yes Entwatch cfg: https://www.dropbox.com/s/eajsnitc3gdbruh/ze_FFXII_Westersand_v7_z_b3.cfg?dl=0

Edit: Links dead. Waiting on Hydregion to repost.

Enviolinador
@Enviolinador
📅 9. April 2017#70

UN
Unorth:
Map name: ze_FFXII_Westersand_v7_z_b3 by Hydregion Map Size: 140 mb (unzipped) Spawn points(if known): 64 Download Link: https://www.dropbox.com/s/e2jj69ayj0twurk/ze_ffxii_westersand_v7_z_b3.bsp.bz2?dl=0 Nav file: https://www.dropbox.com/s/z20effuoow8x4v1/ze_ffxii_westersand_v7_z_b3.nav?dl=0 Has items(Yes/No): Yes Entwatch cfg: https://www.dropbox.com/s/eajsnitc3gdbruh/ze_FFXII_Westersand_v7_z_b3.cfg?dl=0

Edit: Links dead. Waiting on Hydregion to repost.

Since there are about 5 people porting the map to date and Slayerdragon is doing a new version in CS:S, it would be good to know if he’s ok with this version over the others. It would be a mess to have several versions, each with their own issues and fixes, running concurrently and perhaps being requested and whatnot. If someone can contact the original mapper directly and have him say whatever version’s fine by him—or none, if he’d rather wait to get his own version out and then get that one ported.

Also, if there had been more than 3 versions in less than 24 hours, perhaps give it some time to stabilise (1-2 days). A slew of bug-fix versions usually comes together.

FO
@FOXinBOX
📅 9. April 2017#71

EN
Enviolinador:
Since there are about 5 people porting the map to date and Slayerdragon is doing a new version in CS:S, it would be good to know if he’s ok with this version over the others. It would be a mess to have several versions, each with their own issues and fixes, running concurrently and perhaps being requested and whatnot. If someone can contact the original mapper directly and have him say whatever version’s fine by him—or none, if he’d rather wait to get his own version out and then get that one ported.

Also, if there had been more than 3 versions in less than 24 hours, perhaps give it some time to stabilise (1-2 days). A slew of bug-fix versions usually comes together.

I’m here interested, those who prefer to make maps for CSS like masochism? Just wondering what is the point of doing content for a half-dead game, given that there is a developing CSGO with hundreds of thousands of players around the world.

Enviolinador
@Enviolinador
📅 9. April 2017#72

FO
FOXinBOX:
I’m here interested, those who prefer to make maps for CSS like masochism? Just wondering what is the point of doing content for a half-dead game, given that there is a developing CSGO with hundreds of thousands of players around the world.

They probably think those who prefer to make maps for CS:GO are masochists, considering they have to put up with people with no regard for mappers, what they do, or what they want.

CS:GO community servers don’t have hundreds of thousands of players either—we’re a minimal percentage of the player base. I sort of see why, seeing certain attitudes. People should ask themselves why a game with a far larger game base has produced much less content over time—perhaps there’s something mappers don’t enjoy.

FO
@FOXinBOX
📅 13. April 2017#73

ze_diddle_v1 http://gamebanana.com/maps/195031 this map from Luffaren, Turtle Reactions, Hichatu, The Ordiaxer, qazlll456

Hichatu
@Hichatu
📅 13. April 2017#74

FO
FOXinBOX:
ze_diddle_v1 http://gamebanana.com/maps/195031 this map from Luffaren, Turtle Reactions, Hichatu, The Ordiaxer, qazlll456

We tested this map last night, ya missed it!

HY
@Hydreigon
📅 17. April 2017#75

EN
Enviolinador:
Since there are about 5 people porting the map to date and Slayerdragon is doing a new version in CS:S, it would be good to know if he’s ok with this version over the others. It would be a mess to have several versions, each with their own issues and fixes, running concurrently and perhaps being requested and whatnot. If someone can contact the original mapper directly and have him say whatever version’s fine by him—or none, if he’d rather wait to get his own version out and then get that one ported.

Also, if there had been more than 3 versions in less than 24 hours, perhaps give it some time to stabilise (1-2 days). A slew of bug-fix versions usually comes together.

Yea…I didn’t even want this map to be suggested to this community yet. b3 isn’t even stable (Kind of rushed because I was out of town, sorry :)). There are multiple ports of westersand but not one prior to this version was even decent (don’t believe me, most westerfags on csgo said my port was superior to e2). I ported this map because of it being a fan favorite of mine from ze and to make this a very faithful port removing all the possible bugs and glitches even from the css version. Thanks for letting me stabilize the map as I have a b6 version but I’d like to see that version goes well before it gets posted here. By the way, if you don’t have a trigger_push plugin that reverted the speed to normal, I suggest decrease the speed of every trigger_push via stripper (not just boss).

P.S. I had to log in just to see an unstable version of my port suggested here.

Enviolinador
@Enviolinador
📅 17. April 2017#76

HY
Hydreigon:
Yea…I didn’t even want this map to be suggested to this community yet. b3 isn’t even stable (Kind of rushed because I was out of town, sorry :)). There are multiple ports of westersand but not one prior to this version was even decent (don’t believe me, most westerfags on csgo said my port was superior to e2). I ported this map because of it being a fan favorite of mine from ze and to make this a very faithful port removing all the possible bugs and glitches even from the css version. Thanks for letting me stabilize the map as I have a b6 version but I’d like to see that version goes well before it gets posted here. By the way, if you don’t have a trigger_push plugin that reverted the speed to normal, I suggest decrease the speed of every trigger_push via stripper (not just boss).

P.S. I had to log in just to see an unstable version of my port suggested here.

It’s good that players interested in the map like your version, but above all we’d want confirmation from SlayerDragon—when a map gets so many porting attempts, it’s the mapper who should tell what is actually best, I think. I’m saying this because I believe he’s making another version in CS:S, so it’s better to make sure he wants this done instead of porting his newer version later of whatever. Still, whenever you have something stable, post it.

I am still unsure about what the trigger_push plugin entails. As far as I’m aware, pushes are just wonky as they have always been in CS:GO. Definite details help, because then something can be coded up, maybe.

HY
@Hydreigon
📅 17. April 2017#77

Slayerdragon and Noctali (yes he works with Slayer in mapping) let me continue my project but he wanted all the bugs/glitches ironed out…a goal I wanted to do ever since I started this project. Also, someone else is assigned to port v8 but I don’t think its time because it’s not fully released yet as both mappers said they wanted to add some stuff. I would rather see the fully complete v8 ported. Same goes for temple raider, I’m waiting for a v1 to come before starting.

EDIT: Tested b6 on GFL and turned out things were not so stable as they seemed, don’t add yet.

Enviolinador
@Enviolinador
📅 17. April 2017#78

HY
Hydreigon:
Slayerdragon and Noctali (yes he works with Slayer in mapping) let me continue my project but he wanted all the bugs/glitches ironed out…a goal I wanted to do ever since I started this project. Also, someone else is assigned to port v8 but I don’t think its time because it’s not fully released yet as both mappers said they wanted to add some stuff. I would rather see the fully complete v8 ported. Same goes for temple raider, I’m waiting for a v1 to come before starting.

Sounds good to me. Yes, it’s generally a bad idea—or careless porters that don’t give a damn about the maps—to port unfinished maps that are still being worked on by their mappers.

Try to give the map a round of visual polish with CS:GO entities and stock content: postprocessing, tonemapping, CS:GO desert colorcorrections to get the general vibe of the game, etc. Ports should always look better than the CS:S counterparts, otherwise it’s stupid. Remember to rename particles if it’s not done in the original map, as per this.

Astornauta
@Astornauta
📅 24. April 2017#79

ze_roof_adventure_v6 http://gamebanana.com/maps/191768 Muy buen mapa, con bastantes niveles, y minijuegos.

HY
@Hydreigon
📅 26. April 2017#80

I put my port on Westersand on hold for here because I wanted other communities to test the map. Guess what, they failed big so its pretty much as last resort I suggest it here. Download Link: https://www.dropbox.com/s/u8om6bvjjcng155/ze_FFXII_Westersand_v7_z_b7a.bsp.bz2?dl=0 Nav File: https://www.dropbox.com/s/n4b23n4oyht0f4u/ze_FFXII_Westersand_v7_z_b7a.nav?dl=0

And I’d add a stripper cfg that tones down every trigger_push because of the fact this server doesn’t have a plugin. I also don’t care you test without me because I am sure I ironed out all the bugs as well as the fact I’m at work when the server is most active on the weekdays.

EDIT: If community servers actually work again thanks to valve update.

Stripper CFG: https://www.dropbox.com/s/yg3jz7gl9djbz1j/ze_FFXII_Westersand_v7_z_b7a.cfg?dl=0

The map was tested on GFL and it was playable from start to finish. Only small issues persist in the map.

JA
@Jakka
📅 26. April 2017#81

Hello, I found a few maps on gamebanana that look quite interesting that could be up for consideration;

ze_floating_rocks_survival_csgo_v2 - http://gamebanana.com/maps/193667 ze_reloaded_v1_e10 - https://www.dropbox.com/s/6l2r0qu79pd4jdv/ze_reloaded_v1_e10.rar?dl=0 ze_surf_vortex_v1_9 - http://gamebanana.com/maps/193218

Morell
@MorellOP
📅 30. April 2017#82

AS
Astornauta:
ze_roof_adventure_v6 http://gamebanana.com/maps/191768 Muy buen mapa, con bastantes niveles, y minijuegos.

Mapa subido, se tendrá que testear para ver si se puede poner en lista.

FireStarter
@FireStarter
📅 2. Mai 2017#83

ze_diddle_v1_4 http://gamebanana.com/maps/195031

Syoudous
@Syoudous
📅 2. Mai 2017#84

HY
Hydreigon:
I put my port on Westersand on hold for here because I wanted other communities to test the map.

Hi. Map seems alright! It’ll be added to rotation when you iron everything out. There’s quite a few things I’m listing here that should be less than a days amount of work but here’s some things I’ll point out to help you. This also goes out to anyone having similar issues as well. I’ve repeated a few of them here and there so it might be tiring but if you’re ever having trouble it may help.

  • 1.) Point_tesla from “Electro” renders through the map.

-> In lgtning_noz.vmt, remove the “$ignorez” “1” line. “noz” refers to Ignore Z axis. Essentionally, ignore everything within the map and render through everything.

  • 2.) Map attempts to appear being dark at end of levels.

-> Use a color_correction to try and simulate it better with the apparent darkness from your tonemap settings or consider adjusting them. It’s too dark and even unlit textures don’t quite appear as they should. -> “materials/correction/sunrise.raw”, a correction that already exists, with its “Maximum Weight” adjusted to be fitting could be helpful for this.

  • 3.) Map is dark overall.

-> Outdoor lighting is overall dark for its skybox texture. -> Example 1[/URL], Example 2, [URL=‘http://i.imgur.com/ajqmUc2.jpg’]Example 3

  • 4.) Lack of env_wind with props that support $treesway.

-> If a map was played previously that had env_wind entities, your map that lacks env_wind will take those settings. -> Example 1[/URL], [URL=‘http://i.imgur.com/imenEmw.jpg’]Example 2

  • 5.) Some lag around the map - ensure prop_dynamics that have collisions set for “Use VPhysics” have actual collisions. Otherwise set to “Not Solid”.

-> This will lag a server and put it in the red if a player idles over them for long. You do have some cases of this.

  • 6.) Lighting seems to not be compiled well.

-> With CS:GO’s latest updates, cascade shadows have managed to become seamless and smooth. An example can be seen here[/URL] but yours appears tinted and blue-ish. This can be fixed as long as you don’t use any HDR values, named lights or lights with effects. [URL=‘http://i.imgur.com/bhVUBwB.png’]As seen hereyou have made that mistake at least once.

  • 7.) explosion_huge was ported senselessly.

-> Just a tip, it is now explosion_c4_500. To find what particles are used and emitted from Valve maps if it’s ever needed, using “cl_particles_show_bbox 1” in console will show a bounding box of effects that are active in a map with name of particle effects.

  • 8.) Add cubemaps. Slayerdragon was not able to figure it out so here’s hoping you’re willing to give it a try. Reflections add a lot to a map. As a reminder you’re porting this from CS:S to CS:GO. You want the map looking at least a bit sharp looking and making use of what the game can offer. Postprocess_controller is also an available option. Cubemaps should be at least 64 units in height to match near the players height. They’re cheap, very easy to add and adjust.

  • 9.) Skybox textures are not clamped.

-> Resave the textures with flags “Clamp S” and “Clamp T”. These will fix the texture from clipping around the sides. In summary, turning the current skybox textures mess from this[/URL] to this. It looks much better and seamless. As I’m sure you will likely have trouble [URL=‘https://transfer.sh/6CrAF/mpa117f.zip’]I uploaded the example used from the screenshots. This will work just fine. Mipmaps are not saved as they’re not used for sky textures. So you’re also benefiting from saving a bit on file size.

  • 10.) After defeating the dragon boss ensure players speeds are reset back to normal. This was a thought that came across my head when I used to play the map. Otherwise players will die if they’re caught being slow with an attack such as “water”. Yes, it’s amusing but not cool.

  • 11.) Lots of props drag and dropped with textures that already exist within the game. As we can see here you have “water.vtf”, “milground008_2_plants_tooltexture.vtf” (Why? Tool textures are not going to be seen in a map, ever.), “detailsprites.vtf”, “milground008.vtf”, “nukfloorc.vtf”, “milground008.vtf”, “milground002.vtf”, “crate_extrasmall.vtf”, “ladderwood.vtf”, “crate_extralarge.vtf”, “acunits01.vtf”, “acunits01_ref.vtf”, “fuel_cask.vtf”, among other things. You also have props packed that are already in the game and props that haven’t yet been replaced but drag and dropped anyway that already have fitting replacements. It doesn’t really appear you gave this much of an effort at all in giving quality regarding file size. Drag and dropping props that aren’t ported is dangerous too, players games will crash if you are reckless.

-> Ensure the props are ported well and under a different directory from Valve’s. You can use Crowbar[/URL] that pretty much does all the dirty work for you and all you have to do is decompile, change directory and recompile. Ensure too that textures and models exist by either checking in Hammer or [URL=‘http://www.nemesis.thewavelength.net/index.php?p=26’]GCFScape. GCFScape is a very handy tool to check and be sure textures exist in the game so that you don’t need to pack them wasting download time and space. Once again, ensure you replace as many props with something similar that are already in the game. You wasted already a fair amount with just the potted plants and chair benches that can be easily replaced with something similar or identical to ones in CS:GO.

  • 12.) Minor @ setpos 4139.076660 -10685.252930 1433.107544;setang 12.561981 -18.177761 0.000000 - A particle from the dragon boss was colliding with the floor. Not sure which.

  • 13.) Majority of particles have always been excessive and lags clients. Seen here there’s two things going on and it’s already a lot. Consider replacing or reducing them a fair amount that does not impact the actual effect.

  • 14.) Game_player_equip will (and has always) mass equipped weapons to players regardless of team. That includes zombies. A weapon_elite will always spawn and be dropped for every player that dies and respawns as zombie.

-> Most of these weapons are NOT equipped because “Strip All Weapons First” is not checked in flags. Ensure that it is checked off. It’s the only thing needed. You will spawn with the default CT/T pistols when playing on a live server and an extra knife and elites will drop from you. With the flag checked these are non-issues. Ensure you onlyequip a knife and item_assaultsuit. These are the only things a player ever needs. Otherwise servers may struggle with edicts issues.

  • 15.) Any and all triggers that are parented will fire repeatedly per tick. This is something to know and be wary of. OnStartTouch, OnTrigger, OnEndTouch, OnStartTouchAll, OnEndTouchAll, etc. will fire repeatedly as long as it’s parented.

-> Working around this is best using a logic_measure_movement for parenting and not parenting by normal means. The triggers will work as they should. I’m noting this as during the test the server went red in areas where triggers might be parented. I could be wrong though and it could be something else but I’m going down the list through my head here.

  • 16.) During the end of the map sv_airaccelerate was set to 1… That’s a bit absurd. Is that your change or Slayerdragon’s? It really shouldn’t be changed at all.

  • 17.) To note above, as it’s a cvar change, your cvars related to Z:R and whatever else (sm_csay) will not fire off in CS:GO. Only cvars you’re able to change are listed in bspconvar_whitelist.txt from your /csgo/ folder. You should work around that only.

  • 18.) Minor and pity @ setpos -575.132935 -734.756897 2459.385010;setang 30.431501 51.059078 0.000000 - Water used is cheap and is flat. Consider using some of CS:GO’s newer water textures. As an example, “inferno_water” or “boathouse_water”. Any are significantly better than “dev_water”. You should replace any and all dev_water’s with something newer.

  • 19.) Some other miscellaneous errors from console. Pasting here.

Apologies ahead of time for any wording that may sound like nonsense. If you need any clarification you’re free to contact from Discord or Steam.

![None](https://mapeadores.com/letter_avatar_proxy/v3/letter/f/b38774/40.png) FireStarter: 

ze_diddle_v1_4

Added. If you don’t see it, wait at least an hour or two from this post for it to appear.

FireStarter
@FireStarter
📅 7. Mai 2017#85

ze_diddle_v1_5 http://gamebanana.com/maps/195031

IT
@itsrip
📅 9. Mai 2017#86

Ze_deadcore_c10 https://mega.nz/#!kVYDFQ7A!WAWelMBnk0FnbmkNxT7OSFQc35Vn8-fTTuXv0CyPvSw

FireStarter
@FireStarter
📅 10. Mai 2017#87

There is a new version of Tilex: ze_tilex_ultimate_v2_13.

There is also a contest for all servers to win the Extreme Boss on Insane mode difficulty going on.

Screenshot image DyrYOFk.jpg1920×1080

UN
@Unorth
📅 10. Mai 2017#88

FI
FireStarter:
There is a new version of Tilex: ze_tilex_ultimate_v2_13.

There is also a contest for all servers to win the Extreme Boss on Insane mode difficulty going on.

Screenshot image

Needs clarification from Airvulpes, but Health Point Regen on Mapeadores for supporters would invalidate any win based on the above contest rules.

UN
@Unorth
📅 10. Mai 2017#89

UN
Unorth:
Needs clarification from Airvulpes, but Health Point Regen on Mapeadores for supporters would invalidate any win based on the above contest rules.

Confirmed with Airvulpes there. Supporter regen needs to be turned off or the server cannot compete in the contest.

IT
@itsrip
📅 10. Mai 2017#90

UN
Unorth:
Needs clarification from Airvulpes, but Health Point Regen on Mapeadores for supporters would invalidate any win based on the above contest rules.

i wonder if they will take it off for a contest

← Zurück
Seite 3 von 6
Weiter →
📋 Dieser Beitrag ist Teil des historischen Mapeadores-Forums. Der Inhalt wurde so erhalten, wie er ursprünglich veröffentlicht wurde.