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Posts by t0ast

  • How many years have you been involved in mapcore?

    • t0ast
    • July 28, 2004 at 11:45 PM

    4 years, since 2000. Been a long time.... with my 1 year hiatus of course.

  • Texas.

    • t0ast
    • July 27, 2004 at 9:16 PM

    where the hell is vidor? Other than that shit hole, Texas is a pretty cool place.

  • DM_Fairytale Beta1

    • t0ast
    • July 27, 2004 at 7:15 AM

    I'm going to hump the hobbit hole architecture once i get it ingame. I call it hobbit hole just because that's what it reminds me of, i dont actually know what it's supposed tobe :F

  • DMC: "Gods of the Machine"

    • t0ast
    • July 27, 2004 at 1:58 AM

    This is a map I made years ago with the concept originally drawn from one of the maps I made for a 30 minute contest for mapwars (#contest). I decided I liked the theme of the contest map and turned it into a fully realized concept and full size dmc map. The map is officially labeled as "b1" to indicate a work in progress, but since it never got extensive play testing or even edited deus_b1 is pretty much a final version. However, If anyone is interested in playtesting this map in a server of 4-8 people, and we could come up with some notable improvements, I would definitely locate the source file and release a new version. At anyrate, this is the first formal release of the map without any gusto, without any hype, and without any expectations.

    Download:

    "Gods of the Machine" deus_b1.zip

    Screenshots:

    [Blocked Image: http://members.lycos.co.uk/t0ast/map/deus0000.jpg]

    [Blocked Image: http://members.lycos.co.uk/t0ast/map/deus0001.jpg]

    [Blocked Image: http://members.lycos.co.uk/t0ast/map/deus0002.jpg]

    Edit: To assess a question over the complexity of the map... The layout is fairly straightforward. It is multilayered and is entirely open save for a few walls. The map plays as much vertically as it does horizontally. And as far as the layout being confusing, I assure you that though it may look so in the pictures, the layout is chiefly a few connected paths that all interact with each other. If you ever find yourself lost (I don't think that this would ever be a problem), you can easily find a way to your destination by scanning across the map.

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