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BR-Ringball's Redeemer  XML
Forum Index -> UT2004 DisastrousConsequences.com
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Cazius

Killing Spree

Joined: 07/10/2005 21:19:20
Messages: 93
Location: cheesehead territory
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It seems the Redeemer in BR-Ringball is no longer accessible since the addition of the anti-camper mod. I'm wondering if there's something we can do about this? Possibly modify the map? Can monster trails be added without them being able to spawn on them?

It seems to me that anybody who can reach the deemer in ringball should be allowed to have it. However, staying up there should not be allowed.
Continuum

Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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Most people die trying to get to it anyway




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edomingox

Dominating

Joined: 05/22/2005 16:57:45
Messages: 247
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i dont think its worth the effort to change it. all that time you spend trying to get the deemer, your losing out on exp.

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Deunan

Dominating
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Joined: 06/07/2005 21:19:19
Messages: 206
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edomingox wrote:
i dont think its worth the effort to change it. all that time you spend trying to get the deemer, your losing out on exp.  

I agree with that also. The experience points you get can be used toward what you want to buy... Loaded weapons 3, you always spawn with a deemer. Who could ask for more...

never interrupt your enemy when they're making a mistake!

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Cazius

Killing Spree

Joined: 07/10/2005 21:19:20
Messages: 93
Location: cheesehead territory
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Keep in mind I'm not one that always focuses on exp efficiency. Today I spent 2 maps trying to get as many kills with the translocator as possible. I find enjoyment in alternative (and sometimes very challenging) goals.

In a LAN party one time I think we were playing soldier of fortune 2. I spent an entire round throwing knives. I think I came in 3rd out of about 12 people.

However I do agree that it does seem like a waste of time to try to fix this on one map.
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1946
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If someone wants to edit the map and put navigation points up there, I'm game for it. We'd have to call it RingBall2 or something though. Might be wise to put in a teleporter at the bottom of the map that takes you up there too since once navigation points are up there, the monsters can spawn up there and we'd have to hunt them down.

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Lord Deathknight

Killing Spree
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Joined: 01/22/2005 20:29:18
Messages: 39
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I am reworking the map as we speak, I just wish that the days were 72 hours long so I can do all the things that seemed to do, to be done, I am also trying to see if I can get the whole thing to rotate
Nonya-Biz

Killing Spree

Joined: 06/05/2005 02:21:02
Messages: 59
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its not like its imposible to get up there
Eyesore

Killing Spree
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Joined: 03/25/2005 13:47:45
Messages: 99
Location: York - UK
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Lord Deathknight wrote:
I am reworking the map as we speak, I just wish that the days were 72 hours long so I can do all the things that seemed to do, to be done, I am also trying to see if I can get the whole thing to rotate  

I'm looking forward to it. A rotating map would be... interesting. Are you thinking of adding a bit more to the upper half of the ring? otherwise when it rotates, there will be no weapon pickups or hiding places in most of the map...

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