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  3. Bic-B@ll

Posts by Bic-B@ll

  • Brothers in Arms theme song

    • Bic-B@ll
    • January 22, 2005 at 8:57 PM

    nice, number two next to bf1942 though, :0

  • Fishy el Dewm

    • Bic-B@ll
    • January 20, 2005 at 11:54 PM

    muchas truchas

  • New Splinter Cell: Chaos Theory trailer

    • Bic-B@ll
    • January 19, 2005 at 11:34 PM

    looks like that game, umm, splinter cell, oh and that other one, splintercell: panda bear

    quality 10 seconds of ingame footage though

  • Who have tried Source Racer?

    • Bic-B@ll
    • January 18, 2005 at 8:38 PM

    Masters of the 16 sided tubes and displacement maps.

  • Mapcore Members

    • Bic-B@ll
    • January 14, 2005 at 4:32 AM

    thats becusae theyre hunched over their computers all day, chained to their chairs in dark rooms, nothing out of the oridinary

  • Mapcore Audioscrobbler Group

    • Bic-B@ll
    • January 14, 2005 at 3:05 AM

    [Blocked Image: http://www.mapcore.net/forums/images/icon/icon13-help.gif][Blocked Image: http://www.mapcore.net/forums/images/icon/icon28-request.gif][Blocked Image: http://www.mapcore.net/forums/images/icon/icon14-interview.gif][Blocked Image: http://www.mapcore.net/forums/images/icon/icon27-tilde.gif][Blocked Image: http://www.mapcore.net/forums/images/icon/icon27-tilde.gif]

  • dm factory

    • Bic-B@ll
    • January 13, 2005 at 9:59 PM

    its probably those damn r_speed things

  • HL2DM map DM-AVALON by 3D-Mike 8)

    • Bic-B@ll
    • January 13, 2005 at 9:57 PM
    Quote from 3D_Mike

    Nothing, I had too little time to set up multiple teleport-points. If I dont win anything in the contest I will fix that. And if it f--s up gameplay off course

    in smaller matches and stuff it wouldn't be much of a problem, you respawn if you die anywho, but with many people playing you would probably get killed multiple times and that would get quite annoying, maybe put a push in the destination down really fast, and then another pointing up to stabilize it so that the players move out of the destination quicker than before, while it wouldn't fix it, it leaves for less chance of being telefragged

  • How old are you?

    • Bic-B@ll
    • January 13, 2005 at 4:05 AM

    old people suck

    (16, 17 in june)

  • Mapcore Members

    • Bic-B@ll
    • January 12, 2005 at 10:15 PM

    [Blocked Image: http://www.mapcore.net/forums/images/icon/icon28-request.gif]:

    i wanna be on the map

  • HL2DM map DM-AVALON by 3D-Mike 8)

    • Bic-B@ll
    • January 12, 2005 at 9:58 PM

    whats to prevent players from being killed if they jump off the map at the same time and teleport insdie of each other?

  • dm_nonameyet

    • Bic-B@ll
    • January 12, 2005 at 9:57 PM

    you should add some more colors, maybe make the lights on the wall red, make some flicker, change up some of the ceiling lamps by slight values etc

  • Know your role

    • Bic-B@ll
    • January 10, 2005 at 9:12 PM

    lolol try europe hard

  • Ubisoft Montreal rocks!

    • Bic-B@ll
    • January 10, 2005 at 9:08 PM

    toejam and earl plz

  • Mapcore Members

    • Bic-B@ll
    • January 10, 2005 at 9:04 PM

    whoa i only post like once a day, im so cool

  • QuArK HL2 support

    • Bic-B@ll
    • January 10, 2005 at 8:50 PM
    Quote from RD

    i use quark.....

    NO YOU DONT

  • HL2DM map DM-AVALON by 3D-Mike 8)

    • Bic-B@ll
    • January 10, 2005 at 1:18 AM

    Squad is worth $10,000.

  • DM Depot_Beta - By Robert Briscoe

    • Bic-B@ll
    • January 8, 2005 at 12:06 AM

    i want to work for a game company

  • DM Depot_Beta - By Robert Briscoe

    • Bic-B@ll
    • January 6, 2005 at 10:16 PM

    Totally awsome, theres detail everythere, just one bug:

    [Blocked Image: http://www.littlelostpoly.co.uk/Art/dmdepot/dm_depotbeta4.jpg]

    the powerline goes into the wall and dissapears

    edit:

    [Blocked Image: http://www.littlelostpoly.co.uk/Art/dmdepot/dm_depotbeta1.jpg]

    look under the roof to the left :x its fine if you can't get to where you took the pic ingame, but if you can see it while alive it should be fixed, unless im looking at it wrong and its not a skipped face

    edit2: what the hell, you didnt make it?

  • ambient looping sounds not working for clients. soundscapes?

    • Bic-B@ll
    • January 6, 2005 at 10:14 PM

    make a brush over the entire map and make it a trigger_once with no target and make the sound play from that, then make a multithreaded multimanager target it self every x seconds (x being the lenght of the sound)

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