Stock Map: HUNT = Bots Work!

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bodybagger
Sergeant
Posts: 52
Joined: Mon Jan 06, 2003 5:27 pm

Post by bodybagger »

BiG_HeaD wrote:Aight Listen, I First Comverted the .bsp to .map

Then(Since it only gives you about 85%) i repaired the entire map.

That took me hella days.

Then, with my completed Hunt.map i simply treated it as any map, and added info-pathnodes.

I win


REALLY?????
Or you mean i released it about 1 month ago..
http://map.moh-central.net/forum/viewtopic.php?t=4888
BiG_HeaD
Brigadier General
Posts: 531
Joined: Thu Jul 03, 2003 7:28 pm

Post by BiG_HeaD »

god dude. i wish i could have just got that before cuase that would have saved me a lot of time. Dude, if i use other peoples work, i always include there names. :wink:
bodybagger
Sergeant
Posts: 52
Joined: Mon Jan 06, 2003 5:27 pm

Post by bodybagger »

so you also put boards over the motar craters, hey what a coincedense (spelling??) so did i............
jv_map
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Post by jv_map »

Hmm and the church was left out in both maps :?

:?
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Butch
Lieutenant Colonel
Posts: 398
Joined: Fri Jan 24, 2003 11:30 am

Post by Butch »

why not use manstein's church prefab?
PFC.Butch
B Company, 2nd Ranger Battalion
US Army
BiG_HeaD
Brigadier General
Posts: 531
Joined: Thu Jul 03, 2003 7:28 pm

Post by BiG_HeaD »

wheres that @?
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