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Savage XR Maps
Submitted by Misch on 18.09.2013
Description8.7.2013 - Overall change of this derivate:
- slightly changed textures/paint
- changed major amount of trees to low_poly ones
- added/changed some props
- added cool fog
- added 2 small redstones
- removed all grimswall attempts due to inability to place them properly (*was horror so i gave up*)
- added few NPC's for more gold
- removed all effects (*I just didnt like them*)

Every other aspect of the map should be okay I guess.
CategoryNormal Savage
Derived Fromstrep
Map Statusonline
Rotation Information[this map is not in the rotation]
Download LinksMap File
Overhead Image (right-click, "Save Target As ...")
Map Statistics
R. Mines4
G. Mines0

Rating: 4.5 stars (2 votes)[You have to log in to rate!]
04.09.2012, 15:38
maybe a resize issue with the grimms? Try placing perimeter props/buildings and the grimms in between them so resizing is not an issue. I'd really like to see this addition
08.09.2012, 13:26
Hello. I have a couple of comments for you, Misch.

1. There are 2 high-poly trees: bigtree_hi-poly and cypress_hi-poly. While they look good, they may impact FPS on older machines. They are big, high-res trees meant to be used individually, in key locations. Your map is full of these :). Please replace some of them with other trees, or risk too low FPS.

2. Your grimm walls exhibit Z-fighting. That is when 2 surfaces of different objects are placed on top of the other, intersect, sharing the same co-ordinate, making them 'fight' to be displayed. Please move one of the grimm walls in a stack a bit so they don't do that anymore.

Thank you.

Other than that, nice map!

20.12.2012, 16:19
how come I didnt even see this one yet O.o
08.07.2013, 06:57
great job on the overhead, I want to see the map .
08.07.2013, 13:12
Finalized the overhead (the mini_redstones added)
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exploits galore!
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05.06.2014, 17:05
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