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	<title>Comments for Midnight Fragfest</title>
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		<title>Comment on Fuel for thought&#8230; by Jerome Noll</title>
		<link>http://www.midnightfragfest.com/?p=90&#038;cpage=1#comment-67</link>
		<dc:creator>Jerome Noll</dc:creator>
		<pubDate>Fri, 23 Apr 2010 13:42:49 +0000</pubDate>
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		<description>I read your comment on hackaday.com regarding the PS3 and class actions.  I&#039;m a class action attorney and you can participate in our class action against Sony by contacting me at (914) 517-5000, extension 221 or by email.  and anyone else who was affected by Sony&#039;s actions can reach me at the same number to join the class action.</description>
		<content:encoded><![CDATA[<p>I read your comment on hackaday.com regarding the PS3 and class actions.  I&#8217;m a class action attorney and you can participate in our class action against Sony by contacting me at (914) 517-5000, extension 221 or by email.  and anyone else who was affected by Sony&#8217;s actions can reach me at the same number to join the class action.</p>
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		<title>Comment on VCTF-SpinCycle by Raptor85</title>
		<link>http://www.midnightfragfest.com/?p=24&#038;cpage=1#comment-57</link>
		<dc:creator>Raptor85</dc:creator>
		<pubDate>Thu, 25 Mar 2010 03:31:43 +0000</pubDate>
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		<description>Thanks...i though i had version 2 uploaded here, not version 1. (version 2 had no levi&#039;s, and a misplaced spawn node was fixed)

It actually is effectively pathed, the jump points and powerups are inherited from the bot paths and they should be able to find their way across, but the spinning floor tends to mess them up :P

I never did figure out why spinning movers don&#039;t seem to effect vehicles though...

I always intended my maps to be more of a showcase of mods, custom weapons, and ideas than actual maps to play though. Some of them are moderately fun but most are to try out things I haven&#039;t seen done in UT before, and hope would give people ideas. (I&#039;m a programmer, not really a mapper).  If you like any of them I wouldn&#039;t mind taking a little time pathing them a little better and cleaning them up a bit though.</description>
		<content:encoded><![CDATA[<p>Thanks&#8230;i though i had version 2 uploaded here, not version 1. (version 2 had no levi&#8217;s, and a misplaced spawn node was fixed)</p>
<p>It actually is effectively pathed, the jump points and powerups are inherited from the bot paths and they should be able to find their way across, but the spinning floor tends to mess them up <img src='http://www.midnightfragfest.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>I never did figure out why spinning movers don&#8217;t seem to effect vehicles though&#8230;</p>
<p>I always intended my maps to be more of a showcase of mods, custom weapons, and ideas than actual maps to play though. Some of them are moderately fun but most are to try out things I haven&#8217;t seen done in UT before, and hope would give people ideas. (I&#8217;m a programmer, not really a mapper).  If you like any of them I wouldn&#8217;t mind taking a little time pathing them a little better and cleaning them up a bit though.</p>
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		<title>Comment on VCTF-SpinCycle by JimRimya</title>
		<link>http://www.midnightfragfest.com/?p=24&#038;cpage=1#comment-55</link>
		<dc:creator>JimRimya</dc:creator>
		<pubDate>Mon, 22 Mar 2010 17:44:36 +0000</pubDate>
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		<description>Cool map idea. Suggestions:
Remove the leviathans. Make it so the vehicles move with the spinning floor. Add both paths.
Keep up the good work!</description>
		<content:encoded><![CDATA[<p>Cool map idea. Suggestions:<br />
Remove the leviathans. Make it so the vehicles move with the spinning floor. Add both paths.<br />
Keep up the good work!</p>
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