Re: ph_mountain @Vork: I think so too. Btw.: I noticed that some changes I made were really important. For example blocking the way behind the...
Re: ph_mountain Thank you :) If the balance now stays like this it should be alright I think.
Re: ph_mountain @Vork: I don't know. It doesn't depend on me anymore ;)
Re: ph_drought As you already said: There is a lot more to be done. Nevertheless it looks good so far and this can be a nice concept. I'm looking...
Re: ph_mountain It is still Alpha, because I don't care if it is Alpha or Beta ;) It probably would be better, if I called it v2 for Version,...
Re: ph_mountain Alpha2 is finally finished :dance: Download Important for Dark/Geit: Change Round-Time to the same as the round-time of...
Re: ph_chilly @mehby: I had no problem with you using parts of my map. Especially because neither I nor Geit created our maps completely on our...
Re: ph_mountain Thank you, but that wasn't the reason. I found out after some research and some time of playing around. I had to add a...
Re: ph_mountain I tried to compile the map now with HDR, but the lights have a very strange behavior now. I try to explain it, but I have also...
Re: ph_chilly As already said: No problem, I just wanted to know ;)
Re: ph_chilly Wow, looks great so far :) The only suggestion I have is, that you should have some routes for the players. Players shouldn't have...
Re: ph_mountain Hmm, I think I won't release Alpha2 today. The longer I try to balance the map, the more things I notice. I think I'll give...
Re: ph_mountain @Vork: Probably right, but there are too many, espacially on and around the mountain to check every single one of them. But you...
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