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 Post subject: MAP: Separate Ways
PostPosted: Sat Mar 19, 2011 2:34 pm 
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Joined: Sun Nov 08, 2009 11:52 pm
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Location: Valrico, FL
Gamertag: Nuclear Taco 42
Team: Green Army Jr.
Twitter: nuketaco42
Name: Separate Ways
Creators: Advent Majora and Almighty Beowulf
Description: Brought to by Advent Majora and AlmightyBeowulf, a Jump Pack court featuring natural rock formations and the Forunner style.
Fileshare: http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=24014694&player=Advent%20Majora%20+%20Almighty%20Beowulf

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Last edited by Taco on Wed Jul 06, 2011 6:02 pm, edited 6 times in total.

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 Post subject: Re: MAP: Separate Ways
PostPosted: Sat Mar 19, 2011 2:41 pm 
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MUST HAVE!!!!

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 Post subject: Re: MAP: Separate Ways
PostPosted: Sat Mar 19, 2011 2:44 pm 
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It looks cool, kind of cave-like

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 Post subject: Re: MAP: Separate Ways
PostPosted: Sun Mar 20, 2011 7:33 am 
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Joined: Sat Dec 18, 2010 2:26 pm
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Woaa Good Job !

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 Post subject: Re: MAP: Separate Ways
PostPosted: Sat Apr 02, 2011 10:55 pm 
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Joined: Sun Nov 08, 2009 11:52 pm
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Location: Valrico, FL
Gamertag: Nuclear Taco 42
Team: Green Army Jr.
Twitter: nuketaco42
Map has been updated. ^

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 Post subject: Re: MAP: Separate Ways
PostPosted: Sat Apr 02, 2011 11:04 pm 
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nice


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 Post subject: Re: MAP: Separate Ways
PostPosted: Mon Apr 04, 2011 1:19 pm 
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Location: St Leo, FL
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Definitely for it this map. Very well done, but I slight issue with the Glass Cover pieces around the bottom. You can walk on them, but you have to jump from one to the next. That could be an issue while strafing on the floor, then all of a sudden being stopped. A seemingly small issue, but can be fixed without breaking the
Creating slopes to transition of the bumps would unfortunately ruin the visuals. Using sloped Double Windows as replacements would require 44 pieces with small gaps to fill (5x1 Short work perfectly, 20 needed, plus show more color). The Double Window pieces on the side walls (at least 3-4 pieces) would need to be removed, but can be replaced Glass cover pieces at tilted 90 degrees and turned 44 degrees for one giant window (I think you'll actually like it better, too).


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 Post subject: Re: MAP: Separate Ways
PostPosted: Mon Apr 04, 2011 1:58 pm 
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This did come up in testing, and in the re-build, but since this is intended to be a Jump Pack map we didn't consider it to be an issue.

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 Post subject: Re: MAP: Separate Ways
PostPosted: Mon Apr 04, 2011 6:11 pm 
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People still walk though. I'd hate to be strafing, looking up at a descending enemy, then all of a sudden get stuck.
Oh, well.


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 Post subject: Re: MAP: Separate Ways
PostPosted: Mon Apr 04, 2011 6:50 pm 
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i agree,it would suck to bump your knee caps on thos glass peices, and im not a big fan of the visuals of this map to begin with, id say x the grid if its a jet pack mapas it makes the floor look messy, and tweak the floor some, probably take out all but the center tin cups. the cieling just looks tacked on, ive nevr been crazy about the rock peices used like that, a hanging rock garden would be cool if properly executed, so put a little more work into that as well, its interesting and could work as a jet pack map but stil need some tweaking.

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 Post subject: Re: MAP: Separate Ways
PostPosted: Wed Apr 06, 2011 4:02 pm 
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Joined: Sun Nov 08, 2009 11:52 pm
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Location: Valrico, FL
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Twitter: nuketaco42
Map updated again ^

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 Post subject: Re: MAP: Separate Ways
PostPosted: Tue May 03, 2011 3:44 am 
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ill have to check it out again on my next round of downloads.

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"no power in the verse can stop me"

great grifball maps are never completed, only abandond.


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 Post subject: Re: MAP: Separate Ways
PostPosted: Wed May 11, 2011 12:26 pm 
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Joined: Sun Dec 20, 2009 8:56 pm
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This message is for B5D Hanter, Advent Majora, Almighty Beowulf, and all forgers building maps for the new Jump Pack Grifball variant (not Jetpack).

Upon further testing we have determined that our original specs for Jump Pack Grifball maps are not sufficient for a proper game to be played. In all cases the runner was able to easily score with the remaining fuel left in the jetpack after grabbing the bomb.

The new specs are as follows:
Bomb Pickup is a Capture Plate not a Flag Stand (for visibility) set to 5 units above the floor. Radius 0.4 Top 0.4 Bottom 0.0

Bomb Plants are set to the same height as the Bomb Pickup and are between 16 and 18 units away from the Bomb Pickup. Radius 0.4 Top 0.4 Bottom 0.0

Team Spawns are the same as Vanilla, set 1.8 and 3.6 units from center, but set between 0.5 and 1.0 units behind the Bomb Plant measurement. This is done so that defenders respawn slightly behind the Bomb Plant and are better able defend while ascending.

These specs can be viewed on Taco's original Skycourt map. Sorry for any inconvenience and the very late response. (I have a Doctor's note)

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 Post subject: Re: MAP: Separate Ways
PostPosted: Wed May 11, 2011 7:00 pm 
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Joined: Sun Nov 08, 2009 11:52 pm
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Location: Valrico, FL
Gamertag: Nuclear Taco 42
Team: Green Army Jr.
Twitter: nuketaco42
I bet you're glad I left that on my fileshare. ;)

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 Post subject: Re: MAP: Separate Ways
PostPosted: Thu May 12, 2011 1:54 pm 
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Yeah, i didn't have room to post my copy.

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