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Automatic crash heli
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Moderators: Hardmaps Administrator, *HmS*Wedge, *HmS*grunt, *HmS*Trevor, *HmS*LongBow
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*HmS*Trevor
Fri Jul 20 2007

Registered Member #35
Joined: Tue Dec 30 2003
Location: Lincolnshire England
Posts: 2080
Wow some must ahve touched anerve, longest ever post by Shad
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*HmS*Trevor
Fri Jul 20 2007

Registered Member #35
Joined: Tue Dec 30 2003
Location: Lincolnshire England
Posts: 2080
Demo map
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MichaBen
Fri Jul 20 2007
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
1 small problem in the demo map: if you take the drivers seat, sometimes you survive the crash and you will be armed with the rocket launcher of the crashed heli and you can no longer use your own weapons. Well, it's not really problem now I think of it, what is nicer then having a player who doesn't follow the objectives to lose his ability to use his guns?
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Griffin
Sat Jul 21 2007
Registered Member #1618
Joined: Sun Feb 18 2007
Location: Glasgow Scotland
Posts: 87
*HmS*shadowman wrote ...

The maps i make can be done solo time range from one hour to three i test all solo before squad test as for endless spawners their not with xmed you can reuse bgs shot earlier by sending to holding point then split into groups and send in as each one destroyed to waypoint set out all over map keeps point hunters or flag jumpers in check.doing tests on new tactic with removeable death zones to lock map up in areas so no one moves ahead until goal met stray in and space bar time.as for target vehicles going blue most maps have them linked to next goal screen message will show if on so they go when next goal complete used in foot patrol as back up earlier maps made with old med had limited actions we could use for back up been going through most and rebuilding in xmed to update and make target vehicles unreachable.As quick stated you get a mix of all map types the key word is team play cover each others back and the maps run fine .



the James Joyce school of forum thread replys
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