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Hey /v/, what kind of level designs are you working on?

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Thread replies: 157
Thread images: 54

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Hey /v/, what kind of level designs are you working on?
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anything interesting?
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>>260266957
pls twitch stream this anon
>>
>>260267119
>pls hitbox stream this anon
ftfy
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>>260266486
Heres a map I've been working on for csgo
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>>260267569
alot of this shit is placeholder
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>>260267691
also my first time level designing, I've been really enjoying learning hammer.
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>>260267119
>>260267273
I don't know how! And my internet connection isn't very good. This scene is going to be great for players. What happens is, you enter the big room with the platforms and when you pass an invisible trigger (which I didn't set up yet) the shambler above spawns. because of the lack of ammo and your only weapon being the shotgun up to this point, you won't have enough to kill him on any difficulty. The knights in an earlier room drain your ammunition. However once you get past the large room you have some cover, and are funneled up the ramp with little defense. and need to climb your way while avoiding lightning bolts from the shambler.

However, even once you enter the safe area, you'll find you aren't free to just sit around. Down the hall, hidden behind the corner are some more knights! The shotgun shells are for them, the immediate threat, which you need to dispose of or else you'll be cut down. You won't have enough ammo for the shambler still. As you make your way around the hall you'll find a nailgun and a bunch of nails to kill the shambler and progress through the bridge and make it to the next section of the level.

Players running through on hard or nightmare will find different monsters to further complicate things, however they might also find more power ups and weapons!

>>260267569
>>260267691
reminds me of tony hawk! Maybe a skate park de_ map would be awesome.
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I remade tanetane bluffs from mother 3 in gmod with the hopes of it being a UCH map in gmod tower, but people said they'd rather have it be a realistic look instead of cartoony then an admin came into the thread and said the level design was terrible
I was going to try and fix it but lost motivation
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>>260267871
>>
>>260267871
Oh I hated hammer, it's why I switched to trenchbroom. Half of the editing I do now are things which would immediately break hammer. See the ramps on my screenshots? Those are impossible in hammer and create invalid brushes., but they're crucial to my level design. The hallway looks a little bland though, the lighting lacks flavor and the shapes are very straightforward.

>>260268035
I hope those little blockades aren't invisible walls! You need less artificial looking barriers.
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>>260268035
>>260267878
Now that you mention it, it kinda does look like a Tony Hawk map.
>>
Why would I do something like that?
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>>260268392
why not? Level design is a wonderful way to express yourself.
>>
>>260268026
that's the gmod community for you
don't give up on stuff you like because some faggots on the internet believe to be superior than you, I would personally like to play that level in an fps
>>
>>260268450
>Level design is a wonderful way to express yourself.
This doesn't even mean anything.
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>>260268203
Huh trenchbroom, I'll look it up. You forgot your screenshot mate but I made the ramp before I even knew about the arch tool, that should make it look at least bare-able. They are but its placeholder, I still have alot of work to do.
>>
>It has been 11 years since I first started making maps for Jedi Outcast
Yikes.
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>>260268392
because its fun.
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>>260268678
almost done, sorry for hogging up the thread
>>
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>>260268525
my screenshots are:
>>260267878
>>260266957
>>260266486
My level designs are impossible to pull off in Hammer, trench broom however allows me to do all manner of insane things that would break and crash hammer.


>>260268512
To you.

>>260268835
I don't care, post away.
>>
>>260268876
>To you.
To most people.
>>
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>>260268835
>>
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>>260268985
And do you have a point, hun?
>>
I remember playing some anon's map set on a spaceship using the GoldSrc engine. It was pretty cool.
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>>260268996
>>260268876
I'm just waiting for Source 2 tools. The Dota 2 alpha tools looks way more user friendly. What kind of game are you making OP or is this for an existing game?
>>
>>260269182
I made my point, which is that he arranged words in such a way that the sentence made no sense. You're the one responding for no reason.
>>
These maps are pretty medicore anon..
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>>260269342
>>
I made a few tf2 levels and played it with friends and bots
it can be pretty tedious trying to get something just right
>>
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Some comfy kingdoms for free build in Stronghold HD while I figure it out how to work on economic missions with time events.

In the meantime here, a practice castle I made in one of the free build maps
>>
>>260269347
You didn't make a point, level design is a great way to express yourself. It's all about ideas, emotions and concepts, working them together to put out something. It's lots of fun too.

>>260269342
I hope you find them a bit better to work with, they aren't even half as good as the old hammer for geometry focused maps, and source2 hammer pales in comparison to other modern editors like TB.
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>>260269473
Heres my last picture. I've thrown about 60 or so hours into it so far. I know it looks like shit but its better then wasting my time just playing the game.
>>260269398
I'm still learning man, shit takes time.
>>
https://www.youtube.com/watch?v=InmG615IgaA&index=1&list=PLfwtcDG7LpxG5QsLnW8FnuQXIVcIOOG0Y
>>
>>260269798
>You didn't make a point
I made my point, which is that he arranged words in such a way that the sentence made no sense.

>It's all about ideas, emotions and concepts
If the end product is bad, then there's no point.
>>
>>260269978
Are you the guy who made de_sparity? It was fucked up watching that guy judge your map for the game banana contest. Anyways nice work.
>>
>>260266486
What is this? Another fucking stupid 2deep4u retro indie game? At least they're in 3D now. I bet it's made in Nvidia and needs a supercomputer to run, that's why they never get ported to consoles because they're optimized so shit.
>>
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It's an aim map for csgo. I love aim maps. Anyone going to submit levels for UT4?
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>>260270012
>If the end product is bad, then there's no point.
even if it's bad, there's a lot you can learn from things. Do you always talk like a teenager?
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>>260270617
>there's a lot you can learn from things
No point if it's not fun.

Do you always talk like a teenager?
>>
>>260270515
I use AMD graphics and it's called Quake <3 you may have heard of Quake before. It's a popular game from 1996!
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>>260270680
No, I don't think you understand much about level design if you think you can't learn from even bad map designs.

Is this what they call trolling in post-zoe /v/?
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>>260269182
>>260269798
>>260270617
>>260270742
Why are you people engaging with this idiot!?
>>
>>260270580
aim maps are great! They provide a really good way to get down in the dirt and figure out what's really fun about about geometry in maps. They're fast to put together and you don't ever really have to worry much about aesthetics.
>>
>>260271007
YOU'RE great :3
>>
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>>260268876
This was my first map in hammer on paper.
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>>260271076
and it was no problem to pull off.
>>
>>260271076
>>260271203
Very cool! Do you have some player perspective shots? Have you played or tested it much? From what I can see the lighting looks really nice.

>>260271049
Thanks~
>>
>>260267878
Gosh mister, do you think your map is going to get really good reviews on Quaddicted?
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>>260271514
No, I'm expecting it to get trashed
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>>260271631
o-oh
>>
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>>260271325
Yeah, It was playtested plenty. You can downloda it actually, it was made a while ago, but i never finished it because the map was so big compiling took entire days to complete on my laptop. So I'm building a better computer and will finish the map then.

http://steamcommunity.com/sharedfiles/filedetails/?id=198606730/url
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>>260271706
Looks cool anon, I subscribed, do you go on mapcore?
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>>260271827
I do, but to read posts, but I don't post much.
>>
Where would one start off in order to get into map making stuff like this?
>>
Does anyone else find map making fun because it's comfy as fuck?
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>>260272150
Download an editor. Some games come with one. Check some out and see if they are your flavor. I recommend avoiding source like a disease until source 2 is released however.
Try unreal 3, unreal 2004, or killing floor.
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>>260269643
I've been playing Stronghold HD, do you ever get attacked in free build or have any kind of threat? Or do I have to play Crusader to actually do something with my castles?

I really like the European setting over the Middle-East, it's just too bad only Crusader has skirmish mode. I just want to build some shit and defend it.
>>
>>260272419
okay! arigatou~
>>
>>260272150
do you have ideas in your head? Good. Do you have games you like which have editors available for them? Great.

Find an editor you like. For GoldSRC I suggest sledge or an earlier version of hammer. For source, you need to use hammer.

Start learning the editor. This can be a little intimidating, and with Hammer especially it's not exactly something you can hop into and an hour or two later start pouring your brain onto the screen and getting results.

Personally, since I make quake maps, I've looked at their editors a ton. gtkradiant/dark radiant, hammer, worldcraft, quark, bsp, etc. I've found a love with tenchbroom, because it's extremely fast, took me almost no time to learn, and is a lot of fun.

http://vimeo.com/60789206

>>260272295
I like it, but my maps are rarely ever comfortable, more than anything I try to go for hostility in my level designs. I want the player to feel stressed and tortured.
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>>260272295
>Making maps
>listening to video game OSTs
>solving problems and fixing bugs
>Watching it evolve from nothing
I have never experienced anything more comfy.
>>
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I'm working on a system shock 2 remake neotokyo content is place holder so I can kinda get a rough outline in my head.
>>
I made a mediocre DooM map
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>>260273042
Need a 3d artist?
>>
>>260273115

DOOM maps are so fun to make
>>
part 2
there was a part 3 that i didn't finish but i lost it
>>
>>260273115
seems pretty cool
>>
>>260273216
it's a lot easier than most other map makers
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>>260273256
The design is that your suit would be charged by the rails or something, so that if you kept going then you'd sustain enough health to reach the end point and live
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>>260273181
Still kinda in the planning stages do you have any more examples of your work if it is easier give me your steam ID and I'll add ya.
>>
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>>260266486
>tfw you're making a fighting game
>level design isnt important
>but you want to make some funny references in the background
>>
>>260273672
What are you using to make it?
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>>260273502
http://steamcommunity.com/id/lonelygreeble
>>
>>260273729
Making the fighting game in Construct 2
if you want to see me shill
http://thereiswaterhere.tumblr.com/
>>
>>260273841
samefag
this eventually turned into...

(continued)
>>
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>>260274010
this.
>>
My first level design experience was back in Dark Forces 2, the editor was lots of fun and I made terrible weird stuff.
Then came the quake-based editors with Jedi Knight 2 but I never made anything worthwile in them.
The best mapping experience was with HL2 and hammer, I made a map for GMOD that was some sort of race track, it came out very well
>>
>>260273983
That looks really cool. How far along would you say you are in terms of completion?
>>
>>260272639

Hit crtl + f1 and you will get a menu. You can form an invasion right away or make events in free build.

Also crusader also got free build too, plus you can always download the europea mod if you want.

But I agree, Stronghold 1 is way, way more comfy that crusader but crusader got the better gameplay (minus, portable shields and horse archers)
>>
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>>260274661
Well
Almost completing two characters now,
I have yet to finish and update 4 more characters while making new stages like a ship level.
>>
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it's a whole game
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>>260274682
I'll try that out, thanks anon
>>
So is TrenchBroom supposed to eventually support other games that use the Hammer editor?
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I was doing a remake of HL opossing force on arma III, but I have been working on my game so I have nothing right now.
>>
>>260275568

No problem bro.
>>
>>260275870
How is that to work, mister anon?
>>
>>260275804
Hammer refers to Valve's Source map editor, anon-kun.
>>
>>260277170
Forgive me, I mean Worldcraft as well.
>>
>>260277274
Worldcraft refers to Valve's GoldSrc map editor, anon-kun.
>>
>>260273042

man that opening area in sysho2. it was almost kind of disappointing when you didn't get to explore any more planet surface in that game.

>>260270580

i haven't mapped since probably UT99 but if the new open-ended UT is cool I will probably get back into it.
>>
I love the enthusiasm in this thread.

You are the kind of people who started it all back in the days.

Keep designing peeps!
>>
>>260278051
worldcraft is actually hammer before hammer was bought by valve. hammer came later while worldcraft died off.

>>260275804
yes it is. it will gain support as soon as things start rolling. currently kristian duke is working on trenchbroom 2, which has optional 2D views and other great new features.
>>
>>260279094
wow man, what made you quit? That's a looooonnnng time to be out of the loop
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>>260266486

Best FPS ever made. I use that what is it called quake injector and planning on playing through ever single single player map ever made, in chronological order, so I will eventually get to yours.

Back in the day I was working on a single player/CTF map, but run into problems, and IRL stuff and never finished it.
>>
>>260279418

oh, i always just fucked with it casually. stopped mostly out of incompetence. i remember how long it took me to get BUILD editor working without crashing, and then trying to make a map function, goddamn.

map design is a skill i really value though, i think a lot of devs need to be educated about good map design because its died somewhat.
>>
>>260268026
I like the art style. funny an admin would judge it that harshly considering the quality of gmod tower.
>>
Times Square themed map: Dance Club
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>>260280242
Times Square themed map: Outside
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>>260266486
Here's part of a Morrowind mod I'm working on.

Right now working on a brothel in a Kowloon City like area. The brothel is called "Gills of Gold". har har.
>>
>>260280007
OP here. To me, the game with the best level designs I played that were new, apart from quake releases like ikwhite/ikblue mappack and honey theemed map jam, would have to be retro's donkey kong country returns games. My god are the fantastic. The level design is stunningly good, and you can really see how they structure them, beat by beat, aesthetically and challenge wise.

I'd say take a glance at them. first person map design may be in a troubled spot, but at least amateur efforts like mine and others are very good.
>>
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>>260280383
oh wait shit I posted the wrong picture
>>
>>260268525
that ramp is waaaaay too steep

>>260267569
use arch for that halfpipe
>>
>>260280332
Times Square themed map: weird modern suite
>>
>>260280618
>that ramp is waaaaay too steep
totally, yo guy making that map. when you're designing realistic spaces like that, try to imagine what they're built for. obviously that's for cars, so imagine a car going up that ramp, when it hits the top, the bottom middle of the car would likely smack into the edge.

ain't right man, restructure that shit!!!
>>
>>260280623
Times Square themed map: The FAP
>>
>>260280623
align your textures better. iirc holding alt then applying the texture to a surface will connect the textures appropriately instead of making them look separate
>>
>>260280780
Yes, its parking garage for cars, so the ceiling could be lower, ramp needs to be stretched

Also try to make the ramp out of 3 brushes instead of 1, that way youll get much smoother ramp
>>
>>260280837
Times Square themed map: Full view (Ignore broken water)
>>
>>260280921
i think the problem is, i'm just using too many cubemaps, the textures align fine, it's just picking a different cubemap from a different part of the room
>>
>>260281010
Hey. Your water is broken.
>>
>>260268203
Use an arch shape and drag out the vertexes a bit.

Learn to hammer nerd.
>>
>>260281142
the massive messy refraction is from the texture being too large, and the missing refraction is valve's fault and currently unfixable.
>>
>>260281185
hammer doesn't split faces, so it wouldn't work.
>>
Have any of you DromED guys finished your maps yet?
It's been over 15 years.
>>
>>260281516
I dropped DromED shortly after trying it.

Never again...
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Trying my best to recreate hyrule castle from super smash bros.... but it's my trait. It took me a few days to learn how to model for the pyramids.

It's for Chivalry Medieval Warfare + the super chiv bros mod.
>>
holy shit

it's quake you dumb faggot

jesus christ
>>
>>260281516
And the Thief fan mission scene is more active than ever.
>>
>>260281829
>>260281614 (You)
although, the thief thread on /vr/ has some guys doing some awesome looking shit.

why did it post a screenshot of dkctf last time...
>>
>>260281624
but it's not my trait*
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>>260281316
Lol
>>
>>260282080
you know what would be better? A 3d model.
>>
>>260282080
you don't even know what splitting a face is, do you?
>>
>>260282402
You know what most people don't know? 3D modeling.
>>
>>260282580
>>
>>260282578
Probably not, I don't see how creating that ramp is impossible though.
>>
>>260282702
Why does the hat have eyes?
>>
>>260282760
yo dawg, i heard you like eyes.
>>
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Been playing around a bit in HL1 when I'm bored. Nothing fancy or anything though.
>>
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>>260282740
because it splits faces. hammer can't do that, and because of that, brushes with corners that aren't aligned to straight edges breaks the editor.

green = hammer can do it
red = breaks hammer
>>
>>260283062
ever make any large rooms? I think those are the most fun, large, complex rooms.
>>
>>260283613
You can still do that ramp though. Just saying.
>>
>>260283773
not as it is. it would require an imported model to work as it is.
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>>260283703
I tend to avoid them because they often ends up looking a bit barren. I like trying to get so much details I can in a small space.

Fuck I should get back into my CS:GO map. But modeling is just so damn boring.
>>
>>260284395
I enjoy modeling, but I'm just not good at it. It took me a few hours to make a pyramid shape in Blender. And my UV texture wasn't so good.
>>
>>260281516
How's DromED? I am a big fan of Thief series, but I used to work with T3Ed. That was a long time ago, but I had so much fun creating stuff and placing lighting.
>>
>>260284662
It's the worst level editor ever made.
Give it a shot.
>>
File: hammer-face4-1.jpg (46KB, 1024x394px) Image search: [iqdb] [SauceNao] [Google]
hammer-face4-1.jpg
46KB, 1024x394px
currently working on 1 to 1 rendition of ctf_face in source
>>
>hammer sucks at complex geometry
Gee, no surprises here.
>>
>>260284583
I'm fairly shit at it as well. I can do architecture decently, but more complex stuff like characters is well beyond me.

I used to do a bit of Skyrim modeling a year or so ago, and while I learned a lot, i just find it so mind numbing. Mostly because of how much time have to be spend unwrapping the UW map and texturing. Which is hard as balls and the real reason a model looks decent.

That's partly why I went back to HL1. Everything is so easy because things don't have to look good.
>>
>>260284707
dromed isn't that bad. but it's not good either. gtkradiant/dark radiant would be the best place to start, so you can make the dark mod levels.
>>
>>260284890
I like quake 1 even more. things don't have to be realistic like in hl.
>>
>>260284890
Well, things don't have to look good in general. You just need to make it work.
>>
>>260285203
Well. Doesn't have to in HL1 either. I mean, if is a custom map and all.

I was planning on doing a sort of time travel adventure. You start on in that lab and then you travel through ancient Rome, feudal Japan, the future, and stuff like that while some anti-time traveling squad shoot your sorry ass(IE, generic grunts).
>>
>>260285203
Since when is Half-Life that realistic?
>>
>tfw you actually like working with Hammer
>>
>>260287175
It's called Stockholm syndrome.
>>
>>260284890

>That's partly why I went back to HL1. Everything is so easy because things don't have to look good.

This is why I've always stuck to HL1/2 modding.

I'm not skilled in making a world look good, I can only design and execute a rendition of my design, I can't populate it to look good. I like to make my world out of cubes and other primitives.

When using UE4 or CryEngine, my worlds lack a fucking ton of detail, random doodads, etc to make them feel right. That level of engine expects every building face to be a full custom model with a huge poly count and a 50 node shader on top.

On HL1/2, it's ok to have a boxy world made of cubes and other blocky shapes because that's what is expected of the engine, and that's what my skill level consists of.

I modded every game I could for pure enjoyment my entire childhood, them from like 2002 to 2012 I stopped doing any modeling, texturing and mapping. I feel like I fucking blew it as far as modding goes because the skills I have are a dinosaur compared to what is expected now.
>>
Anyone working on maps for DOTA2?
>>
>>260287719
they expect teams to use these editors anon, not one person. there hasn't been any industry approved 1-man-editor application in years. hammer 2 isn't continuing it either.

trenchbroom is the best we have.
>>
>>260286550
it's not half as abstract and surreal as quake. the game play, textures, and general design of hl style levels doesn't really allow for much of it.
>>
tfw nobody has commented on my project
;_;
>>
>>260269810
where is the supply crates that the T's are supposed to detonate?
>>
>>260289125
which one?
>>
>>260274167
>>260274010
i remember seeing your shit ages ago
link your steam workshop or something i want to play this
>>
>>260280242
This was used in Djy1991's machinima, Davidfield.
>>
I've been trying to create scenarios in Arma II and OA, but I can't do very much with it because I don't know how to work their system.

It sucks, because I really enjoy Arma II over Arma III
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