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> Alamo Improvement Project (wip), Heh?
klifsnider
post Feb 25 2012, 11:17 PM
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Hi, me & hawke have been working to improve alamo.
+ Texture help by Santi Koach

Gameplay improvements:
-Made the fort slightly smaller to intensify the fight
-Explosive barrels can now be dropped down from the main gate
-You can lock yourself in in the alamo, forcing the enemy to break the door
-Made 2 buildings taller for sniping spots
-Closed the middle entrance on the right wall, the 2 other entrances now have breakable doors
-Improved the barricade outside of the Alamo
-Added pushable objects to create blockades in doorways
-There is now a breach in the back wall that needs to be defended
-Added small staircases on the left wall (no more getting stuck trying to jump on a rooftop)
-Removed the "i love hywel" thing
-General FPS optimization

Visual improvements:
-No more inexplicable black box on the ground near the alamo
-Well... Look at the screenshots:

Old alamo

New alamo


Old left wall

New left wall


Old barracks

New barracks


Hopefully we can use this for an inter-clan battle. Feel free to post suggestions.


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James Asner
post Feb 25 2012, 11:41 PM
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I still don't understand why the alamo is in bg2 but at least it's well made now. The door looks great.


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Ad-Man
post Feb 26 2012, 12:14 AM
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That door looks so hot I want to smash it in!


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3DDEATH
post Mar 8 2012, 10:27 PM
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http://forums.bgmod.com//index.php?showtopic=4546


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QUOTE (gRanTeLbArT @ Aug 25 2007, 02:47 PM) *
I will tell you what I think, this is horrible. Like all the other remakes of BG1 maps. There is a reason why we do not do that in any form. Do not bother to remake old bg1 maps. BG1 was a totally different game as draco pointed out and the maps are not going to work out on BG2.






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