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mml_minastirith_fp3

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OneOldMan
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Post by Selene Mon Dec 08, 2014 12:15 pm

This thread answers frequently asked questions about map "mml_minastirith_fp3".

1. Touching flags out of order is illegal.
2. Destroying gates in wrong order is illegal.
3. Taking objective "Palantir" before the "Gate 6" is destroyed is illegal.
4. "Gate 7" can be skipped, it does not need to be destroyed in order to finish the map, since the whole "city" is accesible after destroying the "Gate 6".
5. In order to blow up gates, you must use the main passage. Jumping walls to drop down the dynamite, therefore avoiding the defence, is disallowed.
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Post by OneOldMan Mon Dec 08, 2014 5:30 pm

5. In order to blow up gates, you must use the main passage. Jumping walls to drop down the dynamite, therefore avoiding the defence, is disallowed.

This should include the covert ops dropping the satchel from above on gate 5 also. I would think.

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Post by Ox Mon Dec 08, 2014 6:57 pm

Hi,

Is it possible to make gate5 only destructible by dynamite?
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Post by Yazoo Tue Dec 09, 2014 6:08 am

Just in case a satchel charge is "accidentally" dropped?  Laughing
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Post by Ox Tue Dec 09, 2014 7:12 am

Yeah, low-gravity makes lots of things easier, so that would even it a bit
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Post by obituary Wed Dec 10, 2014 12:41 am

We have attempted to write mapscripts for minas but they do not work. I have had other people write them for minas and they do not take effect. Mogwy spent some time on it too and could not get any mapscripts to work. He was trying to fix the gate 6 bug where both teams spawn at the same place. This is why we just decided it was a lot simpler to just lower the map time down to 30 minutes (or whatever it is currently) so if it does get screwed up at gate 6 people aren't stuck with both teams spawning at the some place for another 20 minutes or so.

I think it might have some locked settings in the .bsp file. I need to get a bsp cracker and look inside there. Pretty far down my personal list of things to do though as you can imagine. Any volunteers?

I emailed the map author out of frustration a couple years ago (some guy named Gerbil) but never got a reply one way or the other, so I don't think he cares what happens to his map at this point.

Now, it should be possible to add fake walls with a mapscript to this map like any other. No challenge there. I am considering just extending the rim walls straight up (say around level 2 to block access to spawn 3 flag) and then again around level 5. Obviously this would mean no jumping up to the top to camp though, so then we will get a bunch of otherwise-happy players bitching because we "messed up" the map.
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Post by Hashshashin Wed Dec 10, 2014 1:41 am

Heck yeah I'd be bitchin' if you messed up that map  Evil or Very Mad Evil or Very Mad Evil or Very Mad  .... followed by ...   Very Happy

~Hash
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Post by Ox Wed Dec 10, 2014 11:56 am

Hmmm... I am a programmer (I've never looked inside the .BSP format or anything other to do with games, really), I'll take a look at it, then.

I promise nothing but I'll have some time at Christmas, I'll see if I can understand anything.
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