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Warmerise | Red vs Blue
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Member Info

  • Member Type: Regular Member
  • Profile Views: 532 views
  • Friends: 11 friends
  • Last Update: January 21, 2023
  • Joined: February 1, 2022

RookToE4

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  • Friends(11)
  • Albums(8)
  • Forum Posts(13)
User Stats
Rank3479
XP 49196
Kills 6760
Deaths 9032
KDR 0.75
Highest Killstreak 8
Rank3364
XP 0
Kills 0
Deaths 0
KDR 0
Highest Killstreak 0
Free Items Kills XP
UMP 40 1540 8140
STG-12 569 3060
L115A3 491 2770
PlasmaGrenade 346 1695
HummerTurret 46 245
ExplodedVehicle 40 1365
USP 32 140
Knife 24 95
VehicleCollision 5 20
Ball 0 0
JetShipRockets 0 0
ExplodedVehicle 0 0
Ball 0 0
VehicleCollision 0 0
Knife 0 0
USP 0 0
HummerTurret 0 0
UMP 40 0 0
PlasmaGrenade 0 0
L115A3 0 0
STG-12 0 0
JetShipRockets 0 0
Purchased Items Kills XP
Vector X 2872 14740
M67 207 1020
CPW 81 420
Revolver 80 380
Katana 24 115
WarriorBow 9 45
Vector X 0 0
WarriorBow 0 0
Katana 0 0
Revolver 0 0
CPW 0 0
M67 0 0

Personal Information

  • Gender Male
  • Birthday June 10, 1982
  • Admin
  • chronospectrum One final custom map, since everything ended up working out. https://warmerise.com/forums/topic/3714/precipice-a-spleef-implementation-for-warmerise/view/post_id/50151
  • Lion7 Happy New year.
  • CaptainJoseph https://m.youtube.com/c/Chronospectrum
  • STERBEN99
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  • December 20, 2022 3:20 AM PST
    in the topic Dockyard version 2 in the forum Custom Maps
    woah, my play-testing is obviously terrible. Thanks for picking that up @DeadArt -I'll publish an update when I get some time this december
  • December 14, 2022 3:44 AM PST
    in the topic Dockyard version 2 in the forum Custom Maps
    love it.My thinking was to keep grav users happy by allowing that open access, but also make it accessible to noobs like me through ladders.Maybe if the ladders are way more challenging/exposed like in those smaller sniping levels?It's cool if its difficult to get to the roofs, like you've earned yourself a sniping position but I know what you mean about too much traffic up there. @chronospectrum for the spawn point I think that sounds right actually.
  • December 14, 2022 3:03 AM PST
    in the topic Dockyard version 2 in the forum Custom Maps
    hi guys thanks for taking the time to post.If the long ladder gets cut off below the blue line, players will be forced to go under the road and climb up that way to get roof access. This would give advantage to Red and so limit how many Blue players are on that roof. - so I think that will help thereI think I agree with @Isterio the Blue spawn point should move, I just don't know where. The other two inside the warehouse are visible in the image. Of these two options which do you guys think will work better?
  • December 7, 2022 10:26 AM PST
    in the topic Dockyard version 2 in the forum Custom Maps
    - I put in the invisible walls @DeadArt good call.- and destructible windows!- still not getting the look I want with the lightprobes, may simply work around it completely. so it goes v3 is pending, going to pause work on this one to work on updating lightmapping in my other maps that have so kindly been accepted  This post was edited by RookToE4 at December 7, 2022 10:26 AM PST
  • December 6, 2022 9:46 PM PST
    in the topic Dockyard version 2 in the forum Custom Maps
    Ahh, that explains a lot! And I thought I'm going mental... haha @DeadArt I'm with you; I have a similar setup with the double-wall of probes which works in editor but not in-game. I even tried putting some probes beneath ground level in some areas. I'll keep at it to see how it can work within the custom algorithm: performance and optimisation is key after all.I did find this resource literally yesterday, not sure how deep into this stuff you are but there is some helpful reading here.You're right about the invisible walls, its a bit of a pain otherwise.
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