With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
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Moderators: Pardner, Joe Kari, TheDoctor, Breli

Re: *Released* br_DeathValleyMine

Postby *lame* jesse james » Tue Dec 11, 2012 12:34 am

Welcome back Pardner! Hope to see you again in game in the next days?
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Re: *Released* br_DeathValleyMine

Postby ricochet » Sat Dec 22, 2012 12:44 pm

Added the map to Circus Novus, i am curious to play it.

If you've been bad - Lord I bet you have

And you've not been hit by flying lead

You'd better close your eyes, bow your head

Wait for the ricochet

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Re: *Released* br_DeathValleyMine

Postby Pardner » Sat Dec 29, 2012 8:32 pm

ricochet wrote:Added the map to Circus Novus, i am curious to play it.


I was on this weekend. Didn't get tp play much, but it was intesting playing someone besides a BOT! Thanks for hosting, I hope I can get ion some more to see how the gameplay is as well as make an official trailer.

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Re: *Released* br_DeathValleyMine

Postby Pardner » Sun Apr 07, 2013 8:43 pm

[rant]Just a little frustrating. I was on RAWHIDE and CommancheCanyon was voted and people were like "Oh wow a new map! When did this get released?" I had to answer 16 months ago.[/rant]

So this is why we test maps before they get released!
DeathValleyMine has been released for 4 months and nobody has noticed that the teammate identification red X do not appear when playing this map? This is kinda a major bug!
I believe that this bug is due to the fog used in the map. I am not certain but I will make a version without fog and test it. I also have a few test maps with fog in them that I will try.
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Re: *Released* br_DeathValleyMine

Postby TheDoctor » Wed Apr 10, 2013 7:06 pm

Pardner wrote:DeathValleyMine has been released for 4 months and nobody has noticed that the teammate identification red X do not appear when playing this map?
I've tested your map, despite not being a BR player. But on BB servers, you don't see a red cross anyway (due to an anti-aimbot feature), even in team-based modes like BR and TDM, so I had no indication of a map-specfic problem.
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