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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: mp_ratskitchen
EON8
General Member
Since: Sep 15, 2007
Posts: 92
Last: Nov 16, 2010
[view latest posts]
Level 3
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jan. 11, 2009 07:08 pm


















Compatible with FFA, TDM, CTF, and S&D. The map features advanced scripting, custom textures, and the obligatory secret weapons area.
Known bugs:
- No loadscreen
- No minimap (doesn't really matter, though; airstrikes don't work because of the ceiling)
- Players can sometimes get stuck in the moving door

Download link should be up within a few days.
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
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Level 6
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jan. 11, 2009 07:27 pm
Gotta love micro-maps. [rocking]
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EON8
General Member
Since: Sep 15, 2007
Posts: 92
Last: Nov 16, 2010
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Level 3
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jan. 11, 2009 08:07 pm
Edit: nevermind

edited on Jan. 11, 2009 03:09 pm by EON8
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EON8
General Member
Since: Sep 15, 2007
Posts: 92
Last: Nov 16, 2010
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Level 3
Category: CoDWW Map + Mod Releases
Posted: Tuesday, Jan. 13, 2009 11:10 pm
DOWNLOAD HERE:
http://files.filefront.com/mp+ratskitchenzip/;12965176;/fileinfo.html
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Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
[view latest posts]
Level 4
Category: CoDWW Map + Mod Releases
Posted: Wednesday, Jan. 21, 2009 05:29 pm
Hey EON8

Great map bro...we had the clan playing it for about 2 hours last night.

When are you going to release the final??
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EON8
General Member
Since: Sep 15, 2007
Posts: 92
Last: Nov 16, 2010
[view latest posts]
Level 3
Category: CoDWW Map + Mod Releases
Posted: Wednesday, Jan. 21, 2009 08:28 pm
I'm working on a final version right now. So far, the only changes I'm making are adding a loadscreen and minimap and adding compatibility for other gametypes. I haven't found any glitches yet; if I find any, I'll be sure to fix them.
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Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
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Level 4
Category: CoDWW Map + Mod Releases
Posted: Wednesday, Jan. 21, 2009 09:11 pm
thats why I was asking because some of your tunnels are not accessible I hpe they are in the final!! [thumbs_up]
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EON8
General Member
Since: Sep 15, 2007
Posts: 92
Last: Nov 16, 2010
[view latest posts]
Level 3
Category: CoDWW Map + Mod Releases
Posted: Wednesday, Jan. 21, 2009 09:23 pm
Evil_Elf writes...
Quote:
thats why I was asking because some of your tunnels are not accessible I hpe they are in the final!! [thumbs_up]

Are you talking about those four tunnels that the players can't access? They're like that for a reason. That's where the dogs come out of.
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Nemo06c
General Member
Since: Jul 23, 2006
Posts: 303
Last: Feb 9, 2010
[view latest posts]
Level 5
Category: CoDWW Map + Mod Releases
Posted: Wednesday, Jan. 21, 2009 10:37 pm
Hi, your map is nice. But I have to tell you something. The textures used are really ugly.

Your map looks like a vcod map. With all the nice new textures available in Radiant for CoD5 normally it should look almost like a real picture.

I'm sorry to tell you that but I had to say it.
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EON8
General Member
Since: Sep 15, 2007
Posts: 92
Last: Nov 16, 2010
[view latest posts]
Level 3
Category: CoDWW Map + Mod Releases
Posted: Thursday, Jan. 22, 2009 12:02 am
Nemo06c writes...
Quote:
Hi, your map is nice. But I have to tell you something. The textures used are really ugly.

Your map looks like a vcod map. With all the nice new textures available in Radiant for CoD5 normally it should look almost like a real picture.

I'm sorry to tell you that but I had to say it.

All of the textures used in the map are CoD5 textures, with the exception of three (the cabinets and the ice). The reason it looks the way it is is because I had to stretch the textures so they wouldn't look awkward from a far distance. The wall texture, for example, looks normal when used so it fits its original dimensions (128x128). The walls in the map have a height of 1280, so I had to stretch the texture to the point its new dimensions were 1280x1280.
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