FF_Resolve_B2
RELEASED
(Beta 1 Released June 1st 2012) (Beta 2 Released June 6th 2012) DOWNLOAD(temporary): http://www.ffpickup.com/files/ff_resolve_b2.zip PREVIOUS VERSIONS: http://www.ffpickup.com/files/ff_resolve_b1.zip B2 Notes: I tried to make changes and fix gameplay and major bugs for b2 as soon as I could. The sentrygun through the glass is a bug in FF code, but I did figure out a solution that should work enough for people not to notice. I did get a chance to spectate one pickup( though it was the first time it got played ), and I felt that I made it a little too offensively friendly. So I made some alterations to help favor the D some more including:
This map has been a bit of an escape for me from the job search and the transition period I've been going through now that I just graduated. I felt that I had not made a map in a long time and I wanted to sortof pay for my absence( due to school ) by making something. I called it "resolve" because I was in turmoil about what to do with my time. With so many options (programming a personal project, using unity, FF code, mapping), all with their own pros and cons, I couldn't decide, and ended up not doing any of them. I observed this inaction, and I decided to resolve the issue by just picking one and sticking to it. The layout took the longest of all my original maps and I almost can't believe it. It took a solid 7 days to settle on the geometry alone. Aesthetics was another undertaking that was interrupted with my move home and Diablo3, so all together this has taken 2 weeks. I'm anxious to get it played, so I put just the first basic coat of texturing and lighting and I'll continue to fix it up for the next beta. Early in the aesthetic process, I noticed I was going to follow another boring texture palette, so I tried to throw a spanner in the works by deciding to use wood, which is something I never use, and I ended up basically using wood everywhere. I'm starting to notice a lot of mechanical and geometric similarities in the past few maps I've released. Hopefully that is a good thing. As always, I'm very open to feedback from the players, and will continue to make alterations in a few betas to ensure it is a good pickup map, so don't be afraid to say whats on your mind. Some Known Bugs:
Photographs for b1: http://s18.postimage.org/4mtnp72o9/ff_resolve0002.jpg http://s18.postimage.org/99zpqyq15/ff_resolve0003.jpg http://s18.postimage.org/8a9ev9avd/ff_resolve0004.jpg http://s18.postimage.org/xhkavidzd/ff_resolve0005.jpg http://s18.postimage.org/5iq54nccp/ff_resolve0006.jpg http://s18.postimage.org/gjla9o4ll/ff_resolve0007.jpg |
Wow, this looks like all kinds of sexy time. I really couldn't give any kind of criticism without playing it.
But I really like the use of wood. Let me play it soon! :P |
This looks great! I'm really digging the overall shape of the flag room. Looks like fun.
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this looks nice. :mrgreen:
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awesome!
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I'm down for testing!. grats btw on grads.
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You guys have said nice things so far. Thanks! I just released the map so I'm bumping the thread. Fingers crossed!
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Great! I am hosting this map on my new server:
Moto's Sexytime Funhouse | Denver, CO - 72.5.102.26:27015 Feels like a mix between session and ameliorate. |
on [o-t].
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played it like 30 minutes ago with like 8 or 9 people. (on mottos server) great map there are some things that need improving but for beta 1 looks real nice.
personally the flow might be a tad fast a few stairs (not alot) in strategic areas might be good idea. thats just me im pretty sure though. :mrgreen: |
seems cool were trying to get a pickup on it.
oh and the offense can get trapped in the red spawn u can conc into it from the pit. |
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Yeah it plays well. Seems like a high cap map.
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played pretty well in a pickup 10-10 tie
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New favorite hands down. Not only is it incredibly sexy and a great change of pace astheticly, but it just plays so fun. God medic and solly are just so beast on this map.
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I love how all of the ramps seem to mesh together, and you can just see a ton of conc paths ahead of you before you've even hit the ground -- I love the design.
Being an engy, as I have heard over voice comms, can be awkward, but that might just be because the map is really new. :-P Good job all around. |
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Looking at squeek and spoon. |
I'm pretty skeptical about this map, but that's because I haven't played it yet. From a quick run around it looks like it could be fun. I'd have to disagree with a few peeps in this thread about the aesthetics, in my opinion they are far from "xXxSeXeHXxX420" with the bland lighting and dull textures. OFC it still is b1 :) gl
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From spectating the first pickup on it last night I can confirm that the sg will go down a lot. But that's the pace for this map and you can compare it directly to COP or phantom, the engineer's main goal on those maps is to distract the offense so the others can kill the offense.
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