Map Project: Call of Duty 4:Crash

Is there a map you want that we don't have?
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MrJigglyPuff
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Re: Map Project: Call of Duty 4:Crash

Post by MrJigglyPuff » Tue Jan 05, 2016 10:49 am

Speaking with Skidawg yesterday, he's more than willing to test the Pilot version on IEF.
I think that's all those IEF guys do... oh and make people laugh uncontrollably on their TS server. :lol:

And the breakable TV is just a fixation I have in RvS.... I really need to seek psychiatric for that. hahaha :mrgreen:

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Re: Map Project: Call of Duty 4:Crash

Post by Psycho » Tue Jan 05, 2016 11:50 am

F25_Xanatos wrote:I have an easy fix; it's called blocking volumes around all concrete barriers. It's the fact that there is a an incline at the base. Hence, if you run up on it and manage to simulate a "jump" even a centimeter it will cause a spin.

Fixes so far needed.

1. Blocking volumes.
2. Stair collision at spawn
3. Palm tree collision
4. Terrain collision
5. Balcony not connected
6. Bad tire on car
7. Pilot mode
8. breakable TV
9. TV and boxes going through shelves.
10. Missing window above garage door.
11. Glass panes missing
12. Floating palm tree visible
13. Add a ledge at light shop
See Jiggly, I wasn't smoking a CRACK pipe, it really happened! You turd hopper.
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Re: Map Project: Call of Duty 4:Crash

Post by F25_Xanatos » Tue Jan 05, 2016 4:02 pm

MrJigglyPuff wrote:Speaking with Skidawg yesterday, he's more than willing to test the Pilot version on IEF.
I think that's all those IEF guys do... oh and make people laugh uncontrollably on their TS server. :lol:

And the breakable TV is just a fixation I have in RvS.... I really need to seek psychiatric for that. hahaha :mrgreen:

Jig
Jig,

Is there any place he thinks would be a good extraction location for the pilot? I'm going to put it in a good midway point, but let me know; it's easy to move.

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Re: Map Project: Call of Duty 4:Crash

Post by MrJigglyPuff » Tue Jan 05, 2016 4:17 pm

I'll see what I can do!
BIG THANKS!!!!

Jig
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Re: Map Project: Call of Duty 4:Crash

Post by Psycho » Tue Jan 05, 2016 7:22 pm

F25_Xanatos wrote:
MrJigglyPuff wrote:Speaking with Skidawg yesterday, he's more than willing to test the Pilot version on IEF.
I think that's all those IEF guys do... oh and make people laugh uncontrollably on their TS server. :lol:

And the breakable TV is just a fixation I have in RvS.... I really need to seek psychiatric for that. hahaha :mrgreen:

Jig
Jig,

Is there any place he thinks would be a good extraction location for the pilot? I'm going to put it in a good midway point, but let me know; it's easy to move.
The best place to put the green smoke is between the two team spawn points. It's best to place it where neither side has an unfair advantage in getting to it. When the smoke is in the opposing team's spawn the tendency is to dig in and wait for the pilot and his crew to show up. If you place it in the middle there will be a mad dash to get to the smoke by both sides which will undoubtedly lead to a major fire fight.
You can place two smokes if you wish; one high and one low but there must be some risk to the pilot in getting to it.

I hope this helps.

Gary
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Re: Map Project: Call of Duty 4:Crash

Post by MrJigglyPuff » Tue Jan 05, 2016 7:34 pm

Yes, Gary really knows his smoke... Crack Pipe Smoke! :lol:
Oh come on,, that was great! :P

But I'm guessing that would be the downed plane.
Jig
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Re: Map Project: Call of Duty 4:Crash

Post by F25_Xanatos » Tue Jan 05, 2016 7:47 pm

Ok,

So far I am going with top of the restaurant. That's three floors to climb, and I made it so only the bottom entrance is accessible so they cannot take the ramp and ladder. And I am going with the airplane. I think if I put it in the crawlspace that'll be an extra challenge

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Re: Map Project: Call of Duty 4:Crash

Post by fodder » Tue Jan 05, 2016 9:11 pm

i just want to say i would NOT put in 2 smokes in the map.
when you're the pilot, you want an extraction point that give you some "sneaky" options to get to. The more "sneaky" ways the better! Not just paths, but hiding areas, objects to hide behind, coming off roofs or second floors.

when red, you want a smoke you can leave to go hunting, but yet get back and defend the smoke, you dont want a smoke that is a race where green can get to it first.

to me the plane area would be a "rush" style playing trying to just rush the smoke

green block = Green pilot spawn- this gives you 3 ways to run and options to hide
red block = Red spawn- which is not right onto of the spawn but further away, so you cant rush and still have the ability to stop green
extraction point = Red/Green - can be defend by red, and gives 3 options for green to get to it, and maybe even a roof jump down

hope this helps
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Re: Map Project: Call of Duty 4:Crash

Post by MrJigglyPuff » Tue Jan 05, 2016 10:49 pm

And also talking with Fodder, maybe put in a wire to walk from one building top to another, which would make it easier to get to the top of the roof of the Bldg. just below smoke in the above picture.
Here are some more screen shots:
CrashSmoke.JPG
CrashSmoke.JPG (18.32 KiB) Viewed 816 times
CrashSmoke2.JPG
CrashSmoke2.JPG (24.73 KiB) Viewed 816 times
here is one from top the Bldg. mentioned - Smoke RIGHT HERE would give the pilot the ability to jump down and win the map:
CrashSmoke3.JPG
CrashSmoke3.JPG (31.9 KiB) Viewed 816 times
Thoughts? Comments?

Jig
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Re: Map Project: Call of Duty 4:Crash

Post by MrJigglyPuff » Tue Jan 05, 2016 11:01 pm

Also Xan, Fodder found another floating object
This time it's a pallet leaning against .. umm air!!! :lol:
Look for the pallet closet to the Rear Left wing of the Plane:
pallet.JPG
pallet.JPG (40.8 KiB) Viewed 815 times
Jig
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