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Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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Re: Bloody Territory: The Port waypoints
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TomTom
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Default Re: Bloody Territory: The Port waypoints - 05-07-2008

I spoke too soon on the single func_fakebrush the volume of the elevator. Possible movement is minimal (about 50-60 units in any direction max) in those types that you can't enter, and I was not able to exit them (but in the corpse content type you seem to be able to fire outwards but not inwards, hmm one-way bullet-proof it seems)

So my choice is to shorten the clips. On all floors, go to the opposite end from the controls to pass through. and if you climb the ladders to the main floor or roof you can just go prone to crawl under the clip as well. You can still get trapped if you stand in the place that the fakebrush returns to when it acts as a barrier. Wish I could put a wood texture on it, or do elevator doors as a script mover. Anyway I'll post these func_fakebrush changes as 0.12 later today.

If you think the building by the first barrier is a bit too much like an exploit for the axis I could add maybe an allied mobile mg camp aimed at the door when the truck is at the barrier.
  
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Re: Bloody Territory: The Port waypoints
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nedd3h
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Default Re: Bloody Territory: The Port waypoints - 07-07-2008

great!

i'm now using the keyword beta fix on my server and have added this map to the map-cycle... feedback soon


the breakable glass thing i mentioned was for aesthetic reasons
  
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