sw_fueldump


(Bltz|Rabbit) #1

Theres been talk about it but I have yet to see any good ideas, so I came up with my own. Maybe it could be done with a lil more modifications.

instead of having the fuel dump way in the back, move it where the axis very first spawn is and just take that entire base out. Then youd have the allies first spawn with no tank and they could either repair the bridge, and blow the tunnel grate (which allies could get to the new placement of the fueldump from)with a dyno instead of the tank. Then allies could get to the dump from the bridge or tunnel. Add a cp in the health and ammo place for allies, then add some health and ammo in the axis cp and bam. SW_fueldump is born.


(leifhv) #2

No, stop it! Create some new real stopwatch maps instead of destroying the old original ones…

Life


(fattakin) #3

I agree - play Raw Castle instead - a groovy SW map!


(SCDS_reyalP) #4

Without the source map for fueldump, you can’t really change the brushwork. Unless you want to decompile it and spend a whole bunch of time fixing the mess that decompiling makes. In which case, you maybe should just make a new map :stuck_out_tongue:


(eRRoLfLyNN) #5

Aye, and the etpro script changes are pretty good imo, make it a pretty good stopwatch map


(mortis) #6

In a similiar vein, the current etpromapscript for sw_fueldump is found here:

http://images.bsdterritory.com/Mortis/sw_fueldump.script

it has a couple of minor updates…

–Mortis