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Re: Baby Aim 2.0
Posted: Thu Sep 17, 2015 4:55 am
by Welf
entitie bug

- screenshot_2015-09-17_00-43-48.png (622.26 KiB) Viewed 2609 times
Re: Baby Aim 2.0
Posted: Thu Sep 17, 2015 10:59 pm
by Aoe
Re: Baby Aim 2.0
Posted: Fri Sep 18, 2015 2:29 am
by BannZay

- screenshot_2015-09-18_03-24-33.png (194.42 KiB) Viewed 2568 times

- screenshot_2015-09-18_03-20-05.png (511.96 KiB) Viewed 2568 times
Re: Baby Aim 2.0
Posted: Fri Sep 18, 2015 11:25 am
by Lady Saavik
Aoe you have much experience
You made 5942864 maps
Just finally stop doing these stupid bugs, it's just more work for testers with a mapper they should trust
But sadly we can't trust you yet that it's clean in editor (only needed, right embedded images, small layers, not empty layers)
How many times you left old logo in new Aim version?
It's time to care for it
Make 1 fking run with super (not fastrun), because it's rly not worth our time to find a few huge entities bugs (additional wall - happened last time), whole line missing tele etc.
Re: Baby Aim 2.0
Posted: Fri Sep 18, 2015 1:40 pm
by Aoe
Re: Baby Aim 2.0
Posted: Fri Sep 18, 2015 2:22 pm
by Spyker
GolfaN wrote:1. add unfreeze

2. unpossible

3. unpossible

4. add unfreeze

the parts are possible with tricks and skills

Re: Baby Aim 2.0
Posted: Fri Sep 18, 2015 6:45 pm
by Senphys :3
Ok don't for me

Re: Baby Aim 2.0
Posted: Sat Sep 19, 2015 12:27 pm
by Aoe
Re: Baby Aim 2.0
Posted: Mon Sep 21, 2015 2:03 pm
by Spyker
For me it is ready
Re: Baby Aim 2.0
Posted: Mon Sep 21, 2015 5:19 pm
by Welf
i did some last checks, ready for release, Moderate 5*
maybe somewhen Aoe will listen to what i am telling him about all of his maps
will be added on the planned releases