CS 1.6 Classic Maps in KZMod [W.I.P]
thanks for making this
Originally posted by MathzzI think porting the source maps would be a good idea too, since they will have fresh trickjumps.
True, every new map = new tjs.
dust2 is done
Download link added!
Started converting de_nuke.
http://imgur.com/EpunMT3
http://imgur.com/6UfFCx8
http://imgur.com/kWT031u
http://imgur.com/02BPU2j
http://imgur.com/ZGRTT5M
http://imgur.com/KkvoFs8
I have to do a lot of work on this map. Decompiler f**ks everything up
for de_nuke try this one: http://forum.17buddies.net/index.php?showtopic=13581
This looks ugly as hell;/ De nuke one.. Pls convert css maps..
Originally posted by Juice ._.for de_nuke try this one: http://forum.17buddies.net/index.php?showtopic=13581
I've used exactly that rmf
dust2 looks a bit too dark...
Appreciate your effort Nokkan but after a little more thinking, 1.6 de maps in kzmod don't make too much sense to me, I would honestly prefer source maps over.
Added new map in the first post! kz_tj_dust2_source
Hi, sorry to bump this up but I have a question. Does the source de_dust2 version contain any invincible walls blocking most of the outer areas? If it does, maybe you could freshen it up a little by removing them and giving trickjumpers more area to work with.
Reason I asked is because I never explored the source maps.
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