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updated maps to 3.2 official versions
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21 changed files with 107 additions and 67 deletions
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@ -3,16 +3,17 @@ co_sava by Mendasp
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Map information:
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----------------
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NS 3.0 version
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NS 3.1 version
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Credits:
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--------
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The custom sounds used are from Marr's Ambience Pack
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Nanotech texture by spacer
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Scrolling smoke texture by Elcle
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Water tank model by CoolCookieCooks
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Water tank and broken RT models by CoolCookieCooks
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Thanks to:
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----------
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Lordy
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tankefugl
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tankefugl
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Crispy
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BIN
main/maps/co_umbra.bsp
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main/maps/co_umbra.bsp
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27
main/maps/co_umbra.txt
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main/maps/co_umbra.txt
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@ -0,0 +1,27 @@
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co_umbra by Kalessin
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co_umbra is a large combat which features long, wide corridors with moderate cover and high ceilings. Despite the apparent advantage the marines may have, the aliens can utilise the extensive ventilation network and the many concealed ambush points to hamper the marine's progress. There are three routes linking the alien half of the map to the marine side, each route converges in the centre of the map where most of the action takes place. Because of the size of the map, it is important that the marines play aggressively to be able to secure a victory.
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Object names Objects/Maxobjs Memory / Maxmem Fullness
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------------ --------------- --------------- --------
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models 145/400 9280/25600 (36.3%)
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planes 4662/32768 93240/655360 (14.2%)
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vertexes 12197/65535 146364/786420 (18.6%)
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nodes 5059/32767 121416/786408 (15.4%)
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texinfos 5886/32767 235440/1310680 (18.0%)
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faces 8775/65535 175500/1310700 (13.4%)
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clipnodes 10320/32767 82560/262136 (31.5%)
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leaves 2581/8192 72268/229376 (31.5%)
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marksurfaces 11684/65535 23368/131070 (17.8%)
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surfedges 40389/512000 161556/2048000 ( 7.9%)
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edges 21051/256000 84204/1024000 ( 8.2%)
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texdata [variable] 4900/4194304 ( 0.1%)
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lightdata [variable] 1560849/6291456 (24.8%)
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visdata [variable] 53694/2097152 ( 2.6%)
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entdata [variable] 56849/524288 (10.8%)
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86 textures referenced
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=== Total BSP file data space used: 2881488 bytes ===
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Many thanks to everyone who helped test this map, it has come a long way since its initial release and none of this would have been possible without you!
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Thankyou!
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@ -1,3 +1,7 @@
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=====================================================================
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Natural-Selection Map Spec Sheet
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=====================================================================
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@ -6,9 +10,10 @@
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Title : Altair Underwater Mining Facility
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Filename : ns_altair.bsp
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Author : Paul "KungFuDiscoMonkey" Traylor
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Michael "Olmy" Schouten
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EMail : kungfudiscomonkey@gmail.com
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URL : http://kungfudiscomonkey.net
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Date : February 21, 2005
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Date : November 05, 2006
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------Play Information-----------------------------------------------
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@ -18,15 +23,11 @@ How Many Players: 32
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------Map Information------------------------------------------------
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New Textures : Yes (ns_altair.wad embedded in BSP)
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Some Textures taken from Poke646 by Marc Schröder
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Button Textures, damaged door, and new monitors by
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Samejima
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Some Textures taken from Poke646 by Marc Schröder
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Button Textures, damaged door, and new monitors by Samejima
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New Sounds : No
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New Skybox : Yes based on deepsea1
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by Darc
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http://telefragged.com/soup/
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New Models : Not yet
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New Prefabs : Yes Tube Container by KungFuSquirrel
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New Skybox : Yes based on deepsea1 by Darc (http://telefragged.com/soup/)
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New Models : No
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------Construction---------------------------------------------------
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@ -37,52 +38,7 @@ Editor(s) used : Valve Hammer Editor 3.5
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Compile Machine : 3 Ghz P4, 1 gb RAM
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Compile time : ~1 hour
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------Changelog------------------------------------------------------
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v1-6 OLD Versions
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v7 (11/8/04)
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Version number incrimented by request to reflect the massive number of improvemts since the b5 version of the map
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Added vent from Omega to Zeta with two exits into Phi
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Added vent from Muck Pump to Parts Room RT
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Rspeed optimizations
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Adjustments to Surface Umbilical to reduce LOS
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Adjustments to MS top entrance
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New monitor textures by Samejima
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Covered up pit in Omega
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More details
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New minimap built for new changes to rooms
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v7b (1/29/05)
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Removed Diving tanks and connected Nanite Regulation and Settling tanks
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Rerouted path from Settling tanks into Communications
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Moved weldable to Muck Pump
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Optimized Sub Bay
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Moved node from outside Parts room into parts room
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v7c (2/10/05)
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Moved Parts Room RT to Sigma Test Site
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Added new info_locations to help navigation and direction
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Split up Life Support info_location
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Split up Sub Bay info_location
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Removed weldable door
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Reopened path between Sub Bay and Parts Room
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Moved some alien spawns into Life Support instead of being a bit outside the hive room
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v7d (2/14/05)
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Played with HLRAD compile settings a bit
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Added a few new lights to sewer
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Misc detail to parts room and Station Monitoring
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Small tweek to fix minimap glitch till I have time to do a full sprite again
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Added new vent weldables
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v7e (2/21/05)
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Reopened route from Settling Tanks to Consistancy
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Combined Station Monitoring and Sub Refueling node into one node at SM-Power.
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Moved Settling Tank node back to Nanite Regulation
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Added small ledge in sub bay to help get around pool
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Fixed custom minimap.
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------Additional Info------------------------------------------------
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Any feedback or suggestions, please send them to kungfudiscomonkey@gmail.com
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@ -91,15 +47,21 @@ Any feedback or suggestions, please send them to kungfudiscomonkey@gmail.com
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I give NO permission whatsoever to decompile this map or use the textures in any other mapping project. Also, please no using ripent or similar to modify the map, if you want something changed, email me about it and if i consider it to be valid i'll sort it.
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------And Finally----------------------------------------------------
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------Thanks---------------------------------------------------------
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Thanks to the NS Dev team for making this great mod that has kept me from doing as much homework as I should.
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Thanks to the NS Playtester team for helping me with good feedback and taking time to disuss with me the changes and updates to help make the map that much better.
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Thanks Plaguebearer for taking my mediocre layout and turning it into something awsome. Without his help you wouldn't be playing this map.
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Thanks Plaguebearer for taking my mediocre layout and turning it into something awsome which was the layout for the first Altair in b5.
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Thanks to TyrNemesis^ for helping me walk around the map and pointing out balance issues and node placement issues and generally helping to make Altair even better. Half the reason you are reading this file is because this guy helped make Altair what it is.
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Thanks to TyrNemesis^ for helping me walk around the map and pointing out balance issues and node placement issues and generally helping to make Altair even better through 3.0.
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------Dedication-----------------------------------------------------
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Altair is dedicated to my friends from Wake Christian Academy, Cary Alliance Church, and Grace Community Church who will never realize how much their lives have impacted mine and made me a better person because of it.
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Thanks to kmart and routerbox for helping me adjust the layout to be more condusive to competitive play.
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Thanks to JazzX, Zephor, and Ken for being the top three playtesters when it comes to giving well thought out and detailed feedback.
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Thanks to Olmy for really pushing me to improve Altair with several new ideas which lead me to rebuild several areas of the map to push Altair to be much greater visually and for building a new Life Support and Sub Bay (especially the new sub)
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------Finally--------------------------------------------------------
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This map has been brought to you by the color purple. Enjoy.
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ns_eon version 9
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ns_eon version 11
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released (27/05/05) Note : v9 was compiled without -extra in rad to save time.
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released (16/09/05)
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-New console in Marine Start and new boxes.
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-Clipped the door below the vent in Maintenance.
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-Minor aesthetic changes in Gunpods.
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v10a changelog (10/08/05)
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-New vent is now alot easier to maneuvre inside
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-Slight change to Coolant Monitoring's geometry (semi alcove type thing :/).
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-Gunpods no longer has a wall divide, and the dimensions of the room have been reduced,
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(mostly width) and the rt position has been moved to the side.
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v10 changelog (27/07/05)
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-New node layout with 9 nodes (thanks jazzx!)
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-Engine walkway vent now extends to the node room on eastern side.
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*Known issues - New vent is a bit awkward to maneuvre inside.
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v9 changelog (26/05/05)
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Note : v9 was compiled without -extra in rad to save time.
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Visual quality of the lighting is slightly reduced as a result.
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-Extended Core Monitoring closer towards Core, so that the joining corridor is shorter, and so sieging is easier.
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-Slightly changed layout in Core Monitoring to reduce line of sight problems.
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-Fixed a stuck issue in bridge (you would get stuck on light fixtures).
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-Nearly every vent that could not accomodate two skulks side by side now can.
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-Included a txt file. :)
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-Included a txt file. :)
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Thanks:
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JazzX for unfailing support with eon. Zephor, and other playtesters for their input.
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main/maps/ns_lucid.bsp
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main/maps/ns_lucid.bsp
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main/maps/ns_machina.bsp
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main/maps/ns_machina.bsp
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main/maps/ns_metal.res
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main/maps/ns_metal.res
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gfx/env/metal_bk.tga
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gfx/env/metal_dn.tga
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gfx/env/metal_ft.tga
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gfx/env/metal_lf.tga
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gfx/env/metal_rt.tga
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gfx/env/metal_up.tga
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maps/ns_metal.bsp
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maps/ns_metal.txt
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sprites/minimaps/ns_metal.spr
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sprites/ns_metal/flare3metal.spr
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ns_metal.wad
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@ -1,4 +1,4 @@
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Metal 27-8-2004
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Metal 17-8-2005
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===============================================
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Natural Selection map : Metal (ns_metal.bsp)
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-------------------------
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+ update-14
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* Changed MS-start sign texture.
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-------------------------
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+ update-13
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* Made MS-start smaller.
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* Fixed 2 location names.
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* Added more cover.
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-------------------------
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+ update-12
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* Bug Fixes.
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main/maps/ns_shiva.bsp
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main/maps/ns_shiva.bsp
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