Summary of Mapmodels additions to v1.2
#8
(08 Oct 13, 03:50PM)Nightmare Wrote: Becomes a Dev... Adds a million things!
And more of them are on the way :p

(08 Oct 13, 07:44PM)Andrez Wrote: That's A BIG LOAD!
PORCODIO!
Shush! Mind your language. XD

(09 Oct 13, 01:46AM)Felix-The-Ghost Wrote: When will it be safe to resume work on this?
I too wished the Flip/Rotate feature was implemented within this release... Still of actuality tho

(09 Oct 13, 03:00AM)DrauL Wrote: Great work cleaner :D
Mappers get busy. I mean the windows ones :P
I'm not the only one behind all this, there's also Toca, Boeufmironton and a whole bunch of you for hints, inspiration and supportive enthusiasm.

About maps this is indeed a good opportunity for mappers of all levels to explore new possibilities this package adds to the game, I'm pretty sure we can expect some refreshing nice material popping out in a near future.

(09 Oct 13, 10:53AM)ExodusS Wrote: I followed the test map on the SVN all along

Thanks again for all the testing, bug reporting and all, that's the spirit I'd like to see a little more often ;)

(09 Oct 13, 10:53AM)ExodusS Wrote: I just have a single question, will the mapmodel-test map be in the official package, and if so, is that possible to make the same thing than Cube (the game), an "empty" map that shows all official mapmodels?
tbh I'm not too sure if new_content map is/was supposed to stay in package, as a test map I was merely using it to do exactly that with no attention whatsoever paid to display aesthetics.
Now that you mention it I suppose that for the update we could eventually arrange that map for that exact purpose.



PS: I forgot to mention this one... For some reason mapmodel "makke/street_light" was using two slots (7 and 8) so I have modified one of them to a broken down version

[Image: HpxFyHH.jpg]
Thanks given by:


Messages In This Thread
RE: Summary of Mapmodels additions to v1.2 - by Cleaner - 09 Oct 13, 03:21PM