Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Dataanti on October 06, 2008, 09:53:45 PM

Title: MPI,ST: Dunes River
Post by: Dataanti on October 06, 2008, 09:53:45 PM
I made a new map called Dunes River and its like Dunes but different kinda and it has ST and MPI versions THAT WORK! and it also has new object assets so it wont giv u bad assets when u try and play with people who dont hav the map. Also idk y this happens but when u hav ur terrain detail low or med it givs just a smooth tan texture but if u hav it on high it should be normal.

To install just extract to root

DL:http://files.filefront.com/addon7z/;11993780;/fileinfo.html (http://files.filefront.com/addon7z/;11993780;/fileinfo.html)

u well need .7z file thing to extract it and u can get that here

DL:http://sourceforge.net/project/downloading.php?groupname=sevenzip&filename=7z457.exe&use_mirror=superb-east (http://sourceforge.net/project/downloading.php?groupname=sevenzip&filename=7z457.exe&use_mirror=superb-east)
Title: Re: MPI,ST: Dunes River
Post by: Feared_1 on October 06, 2008, 10:28:09 PM
Map pic? You know, to make sure we know what we're downloading.
Title: Re: MPI,ST: Dunes River
Post by: Dataanti on October 06, 2008, 11:40:43 PM
http://www.bzcomplex.com/gallery/displayimage.php?album=29&pos=0 (http://www.bzcomplex.com/gallery/displayimage.php?album=29&pos=0)
Title: Re: MPI,ST: Dunes River
Post by: squirrelof09 on October 07, 2008, 01:48:19 AM
Kinda reminds me of the Deathmatch Map that has green invisible water in it's trench...

Downloaded.. Trying out now
Title: Re: MPI,ST: Dunes River
Post by: Dataanti on October 07, 2008, 11:46:31 AM
there is also a under water cave in it just incase the bridge dies :)
Title: Re: MPI,ST: Dunes River
Post by: Red Devil on October 07, 2008, 05:51:13 PM
Nice map except I'm getting tired of statues.  They're more of a nuisance and become boring while having to sit there holding down the fire key while you mortar them.

Units always pop out of the tunnel right before the second bend.

The sides of the lake are too steep, so hover units get stuck there.