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		<title><![CDATA[Latest posts for the topic "DM-Cicatrice"]]></title>
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				<title>DM-Cicatrice</title>
				<description><![CDATA[ <b>Name:</b> DM-Cicatrice
<b>Description:</b> My newest map. It's not done yet, I'm still making a few adjustments to it. Feel free to try it out. It won't show up in my maplsit for some reason, so I can't try it in Invasion. So if you want to try it, just extract it and double click the .ut2 file and don't bother putting it in the Maps folder. But when it's done maybe it could serve as a small invasion map (5-10 people perhaps)...
<b>Credits:</b> Epic, and Hourences for a few textures.
<b>Screenshots:</b>
<img src="http://img383.imageshack.us/img383/1650/cicatrice13sx.jpg" border="0">

<a href="http://img207.imageshack.us/my.php?image=cicatrice29sq.jpg" target="_new" rel="nofollow"><img src="http://img207.imageshack.us/img207/2606/cicatrice29sq.th.jpg" border="0"></a>  <a href="http://img227.imageshack.us/my.php?image=cicatrice38pi.jpg" target="_new" rel="nofollow"><img src="http://img227.imageshack.us/img227/6079/cicatrice38pi.th.jpg" border="0"></a>  <a href="http://img227.imageshack.us/my.php?image=cicatrice45ma.jpg" target="_new" rel="nofollow"><img src="http://img227.imageshack.us/img227/1494/cicatrice45ma.th.jpg" border="0"></a>
<b>Download:</b> (good link)<a href="http://www.unreal.ie/dl//maps/dm/DM-CicatriceBeta1.0.zip" target="_new" rel="nofollow">DM-CicatriceBeta1.0</a> [1.7mb]
(bad link) <a href='http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA3_3.19.06.zip' target='_new' rel="nofollow">http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA3_3.19.06.zip</a>
Have fun]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 14:53:21]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ A few things:

Needs more AmbientSound actors.
Needs music.

<img src="http://www.dangerfox.com/files/willrix_cicatrice_1.jpg" border="0">

The smesh movers for the gears aren't synched up right.  Turning on collision might help?

<img src="http://www.dangerfox.com/files/willrix_cicatrice_2.jpg" border="0">

What?  I understand why the newspaper trash is in the water on the ground, but where here (twice, even)?

<img src="http://www.dangerfox.com/files/willrix_cicatrice_3.jpg" border="0">

I'm not a fan of the elevator mover smesh you chose.  Doesn't really fit in, and it doesn't appear to have sounds attatched to it.

<img src="http://www.dangerfox.com/files/willrix_cicatrice_4.jpg" border="0">
The emitter needs a longer Z value, methinks.

<img src="http://www.dangerfox.com/files/willrix_cicatrice_5.jpg" border="0">
What's the red light?

<img src="http://www.dangerfox.com/files/willrix_cicatrice_6.jpg" border="0">
Did you use something besides a blocking volume for the roof areas?  It's weird firing and not hitting the skybox.  ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1646.page#13027</guid>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 15:15:13]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ I just played it... I thought it was fun and I think it would be a pretty good with invasion.  I didn't find any spots that were safer than others, so it would serve as a good challenge.  It sort of reminded me of a few of the small maps on DC already, just a different theme.  Great job and good luck in finishing it!]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 15:20:53]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ If its not showing up in your maplist then it either needs to have a .int file or a .ucl file. Try opening the map in teh editor and going to 

File... Export INT...

something like that. I did it once and it made a map show up in the list.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1646.page#13037</guid>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 16:37:34]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ I forgot, this is a slightly older version. I added sounds since this one, and added blocking volumes above the roofs so you can't get up there. And I solved the "not showing up in maplist" problem. The map name has a period in it (DM-CicatriceBeta1<b>.</b>0).]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 17:47:55]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ <p></p>

		<cite>Okinesu wrote:</cite><br>
		<blockquote>A few things:
Needs more AmbientSound actors. 
<i>put in already</i>
Needs music.
 <i> will do :)</i>

The smesh movers for the gears aren't synched up right.  Turning on collision might help? 
<i>I don't think that's too important. I'll fiddle with it though, but I think it's too minor of a detail to look at closely</i>

What?  I understand why the newspaper trash is in the water on the ground, but where here (twice, even)? 
<i>just hanging newspapers... I didn't really use the mesh too much; I think I might just take them out </i>

I'm not a fan of the elevator mover smesh you chose.  Doesn't really fit in, and it doesn't appear to have sounds attatched to it. 
<i>gonna change it.  originally had a few wooden boards on top of it, but I couldn't get them to move with the elevator itself. bSlave didn't seem to work.</i>

The emitter needs a longer Z value, methinks. 
<i>It's a mesh, i'll just extend the Z drawscale.</i>

What's the red light? 
<i>it's supposed to be blood... I guess it doesn't look too convincing ;)</i>

Did you use something besides a blocking volume for the roof areas?  It's weird firing and not hitting the skybox.
 <i>added volumes in new version.</i>

 &nbsp;
		</blockquote>

Some other people mentioned the size, I think it might be a little too small, too. For example, in the outside place with the 3 adrenaline, the area looks terribly small in contrast to the adrenaline. I'll put up an updated version soon.

edit:I just tried it in invasion. It felt a lot different, partly because of the size. IT felt like somek ind of horror movie where you turn a corner and a ton of guys are there. I think it would make a great 5-8 player map, but 20 players wouldn't work too well. I'm going to make an invasion version, with maybe a tiny bit more ammo, and grenade launcher and sniper rifle, for those without loaded/resupply. 

It'll also have a small starting room, where you spawn when you first enter the game. It won't be accessible by monsters, so you'll be safe as your game loads. There will be teleporters to the main area so players can spawn in there and head off into the map. After you enter, you'll use normal spawn points.]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 17:52:38]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ <p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote><p></p>

		<cite>Okinesu wrote:</cite><br>
		<blockquote>A few things:
Needs more AmbientSound actors. 
<i>put in already</i>
Needs music.
 <i> will do :)</i>

The smesh movers for the gears aren't synched up right.  Turning on collision might help? 
<i>I don't think that's too important. I'll fiddle with it though, but I think it's too minor of a detail to look at closely</i>

What?  I understand why the newspaper trash is in the water on the ground, but where here (twice, even)? 
<i>just hanging newspapers... I didn't really use the mesh too much; I think I might just take them out </i>

I'm not a fan of the elevator mover smesh you chose.  Doesn't really fit in, and it doesn't appear to have sounds attatched to it. 
<i>gonna change it.  originally had a few wooden boards on top of it, but I couldn't get them to move with the elevator itself. bSlave didn't seem to work.</i>

The emitter needs a longer Z value, methinks. 
<i>It's a mesh, i'll just extend the Z drawscale.</i>

What's the red light? 
<i>it's supposed to be blood... I guess it doesn't look too convincing ;)</i>

Did you use something besides a blocking volume for the roof areas?  It's weird firing and not hitting the skybox.
 <i>added volumes in new version.</i>

 &nbsp;
		</blockquote>

Some other people mentioned the size, I think it might be a little too small, too. For example, in the outside place with the 3 adrenaline, the area looks terribly small in contrast to the adrenaline. I'll put up an updated version soon.

edit:I just tried it in invasion. It felt a lot different, partly because of the size. IT felt like somek ind of horror movie where you turn a corner and a ton of guys are there. I think it would make a great 5-8 player map, but 20 players wouldn't work too well. I'm going to make an invasion version, with maybe a tiny bit more ammo, and grenade launcher and sniper rifle, for those without loaded/resupply. 

It'll also have a small starting room, where you spawn when you first enter the game. It won't be accessible by monsters, so you'll be safe as your game loads. There will be teleporters to the main area so players can spawn in there and head off into the map. After you enter, you'll use normal spawn points.&nbsp;
		</blockquote>

Good idea, but you'll want to use a ZoneInfo there so Dru's anti-camper mod will kick in in that zone.  Or however an OOB area is defined.  Just so you can't camp their all day, but can take a 10 second respite if needed.]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 18:09:27]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ The room would be a one-way out, no return room. It would only act as a safe-zone on entry to the server when it's playing the map. This can be done by making the playerstarts bPrimaryStart=True. But any spawn after that would just be the normal spawn points on the map. I don't want to make it out of bounds, because when players enter the server, they spawn when the game is still loading, and that might take more than 15 seconds. It could also give those players who leave to get a snack or take a leak or something in between maps some slack. I just don't want it to be a safe-zone where you can go and heal and stuff. 

And would anyone who codes know how to make a volume that doesn't allow translocators? I know people would put a trans in there when they spawn and just keep going back there for safety.

How does anti-camper determine out of bounds, anyway? I always wondered that...]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 20:37:27]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ <p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>The room would be a one-way out, no return room. It would only act as a safe-zone on entry to the server when it's playing the map. This can be done by making the playerstarts bInitial=True. But any spawn after that would just be the normal spawn points on the map. I don't want to make it out of bounds, because when players enter the server, they spawn when the game is still loading, and that might take more than 15 seconds. It could also give those players who leave to get a snack or take a leak or something in between maps some slack. I just don't want it to be a safe-zone where you can go and heal and stuff. 

And would anyone who codes know how to make a volume that doesn't allow translocators? I know people would put a trans in there when they spawn and just keep going back there for safety.

How does anti-camper determine out of bounds, anyway? I always wondered that...&nbsp;
		</blockquote>

Make it to where there are no x-axis planes in the room that you could rest a trans on, then add a blocking volume 16 high at the bottom so if you fire a trans, it will HAVE to hit the floor, and you won't be able to trans there.]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 21:01:30]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ ...I don't get it ;)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1646.page#13047</guid>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 21:17:27]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ <p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>...I don't get it ;)&nbsp;
		</blockquote>

Yeah, I did a really bad job of explaining it.  I'll do a test and see if it works anyway.  PS check your PMs.

Edit:  Nevermind, that was a dumb idea.]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 21:24:26]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Fire a trans at the ground ;)

http://www.dangerfox.com/stuff/misc/NoTransZone.ut2]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2006 13:38:32]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Awesome, I forgot 'bout those LimitationVolumes.]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2006 21:03:06]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ updating it. Adding more rooms (like this) and some more hallways to increase the flow, not for dl yet.


<img src="http://img129.imageshack.us/img129/6026/cicatricedock11ig.jpg" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2006 16:03:49]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Lookin spiffy!  Keep us updated.]]></description>
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				<pubDate><![CDATA[Tue, 14 Mar 2006 23:21:56]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ <p></p>

		<cite>Okinesu wrote:</cite><br>
		<blockquote>Lookin spiffy!  Keep us updated.&nbsp;
		</blockquote>

Sure will:

<a href="http://img134.imageshack.us/my.php?image=cicatrice31813sl.jpg" target="_new" rel="nofollow"><img src="http://img134.imageshack.us/img134/145/cicatrice31813sl.th.jpg" border="0"></a> <a href="http://img134.imageshack.us/my.php?image=cicatrice31827yy.jpg" target="_new" rel="nofollow"><img src="http://img134.imageshack.us/img134/210/cicatrice31827yy.th.jpg" border="0"></a> <a href="http://img83.imageshack.us/my.php?image=cicatrice31835sc.jpg" target="_new" rel="nofollow"><img src="http://img83.imageshack.us/img83/3545/cicatrice31835sc.th.jpg" border="0"></a> <a href="http://img83.imageshack.us/my.php?image=cicatrice31846vz.jpg" target="_new" rel="nofollow"><img src="http://img83.imageshack.us/img83/5161/cicatrice31846vz.th.jpg" border="0"></a>

I've just gotta update the pathing for the new areas and I'll put it up for testing.

edit:
http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA3_3.19.06.zip

There are still some things I have yet to address (elevators are a prime example) but everything should be running properly. Something I noticed is that the fog is a little picky... it only looks good if you have "Fog Distance" to full (all the way to the right) Else it gets very foggy in the outside water areas... :( I had to do this for the ocean, so it fades out properly.]]></description>
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				<pubDate><![CDATA[Sat, 18 Mar 2006 18:07:07]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Oh, I'm really sorry Tidu! - I've been working really hard lately and haven't played any UT lately, so I kinda forgot  :oops:  I'll test it after work tonight!]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1646.page#14818</guid>
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				<pubDate><![CDATA[Mon, 27 Mar 2006 11:34:53]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ That's fine :)

http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA2_3.27.06.zip

is the new link, download that one instead.

9:13pm | It's the newest, with a few hallways expanded and such. 2.05mb]]></description>
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				<pubDate><![CDATA[Mon, 27 Mar 2006 13:16:35]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Muuuuuuuch better.  I like the flow now, I can keep dodge-jumping and not have to worry about getting caught on thins.  That water/blood/neon red thing is still there, but I'm used to it.  The ocean texture repeats like a fool, but it's cool.  You can totally see the edges, so that's a minus, but otherwise it's pretty good.  I see the scary elevator has stayed.]]></description>
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				<pubDate><![CDATA[Mon, 27 Mar 2006 23:04:18]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Yes I still haven't fixed the elevator yet. What edges of the ocean can you see? The fog should hide it :p]]></description>
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				<pubDate><![CDATA[Tue, 28 Mar 2006 13:08:47]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Needs music too, chief

<a href="http://img85.imageshack.us/my.php?image=cicatrice7rx.jpg" target="_new" rel="nofollow">[img=http://img85.imageshack.us/img85/6366/cicatrice7rx.th.jpg]</a>]]></description>
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				<pubDate><![CDATA[Tue, 28 Mar 2006 20:14:47]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ What fog settings are you using? I had my settings to the lowest (best performance) and the fog was REALLY close in that zone. So I set it to the furthest (I think tha'ts what it was in the editor) and it looked fine in that area you're in... I'll have another looksee. And yes I'll add in the music when I add the screenshots and stuff. Thanks for your help :)

<span style="font-size: 24px; line-height: normal"><b>EDIT:</b></span>

Okay, I fixed it. I was using combinations of Zone Fog and Volume fog and it was all messy. So now everything is Zonefogged at the same length, and places, like the ocean areas that need closer fog have overriding volumes.

Download one of the final betas: (I'm feelin' it!)

http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA2_3.30.06.zip <b>2.07MB</b>

Changes!

-Music added (KR-Sulphur)
-Fog fixed
-Some blocking volumes added to decoration areas (windows, etc)
-"dock" mesh added to the area near the Link gun... just for show
-Some sides of the exterior buildings were added to areas that shouldn't have been seen originally, but are seen now.
-a window added
-Elevators changed to another generic elevator :) Looks better though.
-Added NoRain volumes to the interior rooms I recently added

That's all I remember doing. have fun]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 13:05:20]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Not much to say, except <b>Final Beta</b>   8) .

Map scaled 25%... the size is a lot more tolerable.

try it out and have a good time

http://home.comcast.net/~zeldaguru/DM-CicatriceBetaFinal.zip]]></description>
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				<pubDate><![CDATA[Sun, 2 Apr 2006 15:22:34]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>DM-Cicatrice</title>
				<description><![CDATA[ I haven't played it, but the blood effects look nice.  Took me a second to realize what it was, but it's a nice touch anyway.]]></description>
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				<pubDate><![CDATA[Sun, 2 Apr 2006 15:41:20]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ just played some. i really like it.
these are little things that got my attention, mostly subjective and not so important.

- there are some fps drops, around various areas (some of the outer parts or around the railtracks for example) i have an old gpu so i bet most ppl wouldnt recognize this. not so important. was still playable.
- bots that fell into water in some places couldn't get out (next to the wood bridge type of thing where you have to jump to get up, also the small pond with the barrel. ppl will figure them out but kinda hard to move around smoothly.
- there are are two places with blood in the water, one of them is smooth, one of them is "cornery" - you'll understand what i mean if you look at both from top.
- at one place the water connects with the skybox, however this is too obvious and looks funny. also there, you shoot a bio rifle and it will stick to the horizon which is 5 feet away. again not so important for the gameplay.
-i don't think this is small at all. in fact it's kinda big because there are so many corridors. i made 5vs5 DM with skilled bots and i could walk for 30 seconds without seeing anyone. i like the in-your-face action but maybe a little bigger open spaces would add a different level to gameplay. (maybe make the minigun area larger or stuff like that, without expanding the map) i realize this is a lot of work and so it's not really important.

i really like the graphical/art part though, openings, objects, marks etc around the walls. there aren't so many maps like that but it's always a good touch. very nice work : )]]></description>
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				<pubDate><![CDATA[Sun, 2 Apr 2006 16:54:00]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Thanks for trying it out ck.

About the open spaces... I don't think I'd be able to make such a drastic change to the map at this point... Because I scaled the map, all of the BSP is off the grid, which doesn't allow for much change. And there is barely any empty room in the map's perimeter to expand into.. That's why I expanded outwards with the ocean areas and such (there were'nt there originally).

I see the "cornery" blood and decided to take it out. Looks a little silly anyway ;) I left the other one in, though since it's in a more open area.

And the bio sticking to the wall: I added volumes to make projectiles disappear everywhere I could. Some of them don't work for some reason... I'll try to find the problem, but like you said, it's not too big of an issue. 

Thanks again!]]></description>
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				<pubDate><![CDATA[Mon, 3 Apr 2006 14:41:13]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>DM-Cicatrice</title>
				<description><![CDATA[ Is it only Bio-goo?  A redeemer hitting five feet away sort of *does* impact gameplay :O.]]></description>
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				<pubDate><![CDATA[Mon, 3 Apr 2006 14:43:27]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ good point ;)

edit: after playing it, almost everywhere I checked had limitation volumes that worked. The problem is that while blocking volumes don't block projectiles, they DO block deemers... so standing on the beach and shooting into the ocean will explode the deemer at the water's edge... I'm gonna try to fix that the best I can. Just hope Dru puts it on the server, or this work on preventing the deemer will seem kind of pointless ;)

actually, nevermind. At the water's edge, I have blocking volumes so they player can't go into the water. behind the volumes I have limitation volumes that make the projectiles disappear instead of bouncing back. If I put limit volumes before the blocking to stop deemers... it'll block regular projectiles too.

I think I'm gonna release a regular version and an Invasion version. Remember that no-trans room that you made a few weeks ago? I want to put that in the invasion version (along with deemer-proof walls) but I couldn't get the playerstarts working properly. Would you happen to know what the following playerstart properties mean?:

bEnabled
bPrimaryStart

I would think primary start is ones that you spawn in when you join. I tried setting that to true on the starting room ones, and setting primarystart to false on regular ones, but it didn't work. Would these only be available in CTF or something?

So I'll release and invasion version with the starting room and redeemer walls (and maybe put a grenade launcher in there, more health, etc.) The current version is fine for DM, though since there are no redeemers on the map.]]></description>
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				<pubDate><![CDATA[Mon, 3 Apr 2006 14:48:10]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ http://www.ataricommunity.com/forums/showthread.php?p=7577844&posted=1

released final. I'm going to test it out a little bit and see if it runs well on invasion with me and 19 bots... to see if it can be played on the server. If I think it would be worth it, then I'll add playerstart stuff and more weapons for an invasion version.]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2006 12:16:27]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ congrats on the final, looks good, gameplay is nice. btw, everytime i play it i feel like it's getting bigger, definitely a big map, 2vs2 would be a push but 8vs8 would work just fine. of course, tight spaces in invasion is a whole different story, hope it works out when you try.

btw, i notied a lot of things (not bugs, just things) when i was playing, i could take screenshots and make one least review sort of thing, however it is the final version and you might not want to spend time on anything anymore, so i decided to ask you first, its gonna take me sometime too. if you want it, i'll do it. nothing big so no worries.]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2006 13:54:31]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ I already submitted the current version to a few sites... so I don't think I would want to change it now :) Thanks for asking though... Time to test it for invasion!

Test didn't work out too well... lots of bots in invasion isn't good at all.  :P 

Well, I added

Grenade Launcher & ammo
AVRiL and ammo (This would supply the player with a AVRiL Invasion, right?)
More Health pickups
Double Damage

Thanks to everyone who helped test it... It was a though gig but I knew with some help it would work out! Thanks!]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2006 19:42:42]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ We just played it I think for the first time, but I may be wrong.  I thought it was fantastic, nice open areas and a cool surrounding! I had little, if no drops in my FPS and my ping was steady with about 17 people on.  Amazing job, this is one of my new favorite maps!!!]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1646.page#16345</guid>
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				<pubDate><![CDATA[Mon, 8 May 2006 21:12:21]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
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			<item>
				<title>Re:DM-Cicatrice</title>
				<description><![CDATA[ Awesome! I haven't gotten to play it without bots that follow you around yet... I hope I will soon :)

I was on earlier and it hadn't resolved yet. What is the time for that? 2 days?]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 20:13:04]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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