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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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The Lights Of Abandon
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06-27-2006
RedXIII^
Suverin Clan ******
Veteran Fort God
Join Date: Apr 2005
Posts: 6,742
The Lights Of Abandon
Me and Iacto got bored so we made this.
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2
06-27-2006
FictiousWill
Fort Warrior
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
I've not seen that effect before. You spawn an env_sprite? I'm confused. Do tell.
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It's 'Fik-Shus'
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3
06-27-2006
Sauce
SourceForts Design Team
Flag Capper
Join Date: Jan 2006
Location: ๏̯๏͡)
Posts: 3,635
looks like about 10 env_sprites to me.
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sf_skiff
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4
06-27-2006
Kylegar
Sourceforts Monkey :D
Master Craftsman
Join Date: Mar 2005
Location: #Sourceforts
Posts: 908
ok, that one is now, please, tell how you did that
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5
06-27-2006
Sauce
SourceForts Design Team
Flag Capper
Join Date: Jan 2006
Location: ๏̯๏͡)
Posts: 3,635
lol, spawn a bunch in the enemies' base near their spawn so they can't see shit alll when coming out of spawn to stop you tearing their wall apart and stealing their flag :lol:
EDIT: Hmm... Three spawns in one sentence?
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sf_skiff
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6
06-27-2006
SwiftSpear
Flag Capper
Join Date: Apr 2005
Location: #2
Posts: 2,946
Looks like they are just moving entities around. They moved all the light entities to the center of the map.
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I JUMPED THIS FAR
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7
06-27-2006
Sauce
SourceForts Design Team
Flag Capper
Join Date: Jan 2006
Location: ๏̯๏͡)
Posts: 3,635
ahh, yes, they would've moved the lights and such.
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sf_skiff
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8
06-27-2006
RedXIII^
Suverin Clan ******
Veteran Fort God
Join Date: Apr 2005
Posts: 6,742
We deleted the light ents and they make lines of light going to the centre of the map, it works on most maps but abandon looks the best.
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9
06-27-2006
Gto
Guest
Posts: n/a
That looks sweet
, but if you deleted all the lights then why can you still see the lights in the second picture?
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10
06-27-2006
RedXIII^
Suverin Clan ******
Veteran Fort God
Join Date: Apr 2005
Posts: 6,742
Not quite sure, but ent_remove removes the bright light from the 'lightshade' things.
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