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 Post subject: TOTAL CONVERSION OF BESPIN BY NEREVAR *Edit: RELEASED ✔*
PostPosted: Fri Nov 23, 2012 3:39 am 
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Joined: Sat Sep 17, 2011 3:14 am
Posts: 1114
Sup with this map? Anyone knows it?

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RELEASED:
ns-bespin-by-nerevar-t404.html

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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR
PostPosted: Mon Nov 26, 2012 5:25 pm 
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http://youtu.be/Rzg-TfYQ4sc

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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR
PostPosted: Tue Nov 27, 2012 5:55 am 
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Joined: Tue Jan 10, 2012 6:40 am
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Whoa, that looks totally awesome. It's amazing how neatly the areas from bespin translate into ns_streets theme o.O

I'll definitely use that, can't wait!


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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR
PostPosted: Thu Nov 29, 2012 6:46 am 
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Joined: Mon Jan 30, 2012 12:31 am
Posts: 19
Upload already ! best map mod evar


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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR
PostPosted: Fri Nov 30, 2012 12:28 am 
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The more people push, the faster Nere will finish it xD.. Ye, I hope he thinks about a beta release =)

And I already can say that: it needs a good comp! But maybe there should be low, mid and high versions =)

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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR
PostPosted: Sat Dec 08, 2012 8:09 pm 
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Joined: Fri Feb 10, 2012 12:20 am
Posts: 16
*pushing nere*


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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR
PostPosted: Sat Jan 05, 2013 5:39 pm 
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RELEASED:
ns-bespin-by-nerevar-t404.html

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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR *RELEASED*
PostPosted: Sun Jan 06, 2013 1:33 am 
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Joined: Thu Apr 26, 2012 10:51 pm
Posts: 36
This is cool Nerevar, 1 thing bugs me though...

When you add these extra obstacles that doesn't exist on normal bespin, they bug/lag your game out.
Same thing was with some lamebespin I saw some time ago, it added like neon frames to the arcs, when you passed through it made your game lag through it.

So please if there's any chance you could make it playable on a server that doesn't host this exact version. I'll upload a screenshot of an example of the problem I mentioned.

http://imageshack.us/photo/my-images/82 ... 005vh.jpg/

The "floorlamps" is the problem here.


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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR *RELEASED*
PostPosted: Sun Jan 06, 2013 5:03 am 
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I play this map since a month, it never disturbed me. It's good that you mention it tho.
Actually one can make these obstacles clientside non-solid (surfaceparm nonsolid) - this should work and should be considered in an updated version :idea:

If anyone notices other bugs, just report them. (And ye, the ff area with the grids and white lights isn't fixed yet but you can disable this graphic bug with r_fastsky 0 - its not rly intense tho, I didn't switch it off in my videos)

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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR *RELEASED*
PostPosted: Tue Jan 08, 2013 10:30 pm 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
Faden wrote:
This is cool Nerevar, 1 thing bugs me though...

When you add these extra obstacles that doesn't exist on normal bespin, they bug/lag your game out.
Same thing was with some lamebespin I saw some time ago, it added like neon frames to the arcs, when you passed through it made your game lag through it.

So please if there's any chance you could make it playable on a server that doesn't host this exact version. I'll upload a screenshot of an example of the problem I mentioned.

http://imageshack.us/photo/my-images/82 ... 005vh.jpg/

The "floorlamps" is the problem here.


fixed


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 Post subject: Re: TOTAL CONVERSION OF BESPIN BY NEREVAR *RELEASED*
PostPosted: Wed Feb 20, 2013 2:10 pm 
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Joined: Fri Feb 01, 2013 5:24 am
Posts: 18
i rly like this edition,awesome.
first of all I want to say that the map came out very nice and the game-stable.
and ofc jk2 always something new,gj rly.

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