UJE_vulcano_escape_final
the .objdata is ready, only when I made camera's for limbo, and re-compiled it had an error, no idea why, sv_setbrushmodel: NULL would have anything to do with cameras. but I only needed to fix that, maby made to many enity's or something, that can also be the problem. 


UJE_vulcano_escape_B6
Map made by: [UJE]Happy
B6 version 13-07-2009

* Adjustments for B2 after testing B1*

- The Gate is now working without any bugs.
- A path by the brigde.
- The MG for the Allies is gone.
- A map bug in the terrain of the snow is gone.
- More paths in the crack with lava.
- One more path to the truck barrier.
- The tank stops when its finsihed, no more repeating sounds.
- A sign by the switch.
- A map for the limbo - menu.
- Small adjustment in the .arena.

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* Adjustments for B3 after playing a lot in B2

- Allied Last Spawn, the doors are somewere else.
- Axis spawn with the green ligth have the exit on the other side.
- An extra entrance at the beginning.
- Some models are now gamemodels, so they arent black anymore.
- Some trees outside in the beginning.
- Door at the beginning is now allied only.

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* Adjustments for B4 after one year

- Extra exit for allied first spawn.
- At tank bridge 2 walls for axis to shelter for those mg's that were laying there all the time.
- At vulcano, can the allies better attack the last path of the tank, bars have been deleted.
- Entrances to flag have become larger.
- Same corridor for axis above barrier as been made at the end of the truck path.

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* Adjustments for B5 after some tests

- Allied CP location changed.
- Roofs above truck gone, so arty can be trown.
- MG first axis spawn moved.

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* Adjustments for B6 after B5's first test

- MG now on platform.
- Tank now drives on track.
- Allies can't get to axis first spawn.
- Axis can get easier over the wall, with path.
- Some terrain near Axis CP clipped, because of head vanishing.
- Sound at bridge reduced.
- Lava underneath bridge not invisible anymore.
- Corridor after bridge widthened.
- Allied CP moved a little bit, because of stuckness.
- Capturable flag, one mm down, because you could see a little tip of the flag when nobody touched it.
- Deleted ambient, added some lights, here and there.
