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Old 09-15-2007, 08:59 PM   #21
Lt Llama
 
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Holy

Sidd, babies?

Going on server asap
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Old 09-15-2007, 10:00 PM   #22
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Quickly thrown together www.via-teleport.co.uk/conc_juggleface_b1.rar
http://www.via-teleport.co.uk/conc_j...ace_b10000.jpg

It doesn't have RAD because it was going to take years, i'll do something overnight at some point
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Old 09-15-2007, 10:18 PM   #23
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just a tip watch, for concmaps set the lightmap scale on all/most of the textures to something huge like 64 or 128 (16 is default). This speeds rad up a huge amount, and makes the file a lot smaller.
Concmaps are normally fairly uniformly lit with large flat areas, so you don't need a small lightmap scale. Small areas where you want detailed lighting can be set back to default ofc.
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Old 09-15-2007, 10:47 PM   #24
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we've been testing these both maps @ euroskillz a few hours with 10 ppl, and the general conclusion is: this rocks!

upward juggle is no problem so far, no limit on height or so, down juggling might be somthing else: the concs stop as soon as hitting a wall, and this seriously limits concing... any idea why?
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Old 09-15-2007, 11:02 PM   #25
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Quote:
Originally Posted by watch
Quickly thrown together www.via-teleport.co.uk/conc_juggleface_b1.rar
http://www.via-teleport.co.uk/conc_j...ace_b10000.jpg

It doesn't have RAD because it was going to take years, i'll do something overnight at some point
if anyone's interested: here is a way to beat that map

http://diablo.powerhost.be/tfc/juggleface-demo.zip
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Old 09-16-2007, 12:24 AM   #26
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Gj Diablo

Havent had this fun in a long time
Watch and Sidd made us concaholics happy tonight.
Watch worked his ass off to get the map to compile so we could test tonight.
Passworded the server and invited some old conc vets from tfc.

And Watch made a map which was perfect for starters, to test juggling. And it just not work, its really really fun. People had some issues though. The tripple, with the third hh is way to strong. Also juggling by the walls seems to strip the power off the conc blast. Timing from tfc juggling is differant but not hard to learn, just drop earlier. The conc detonations is awsome and you could hear it all over the map.

So the map we tested most was conc_juggleface_b1 by Watch without rad compile, but thats coming. A juggle room using the grid's max height.





You have the map and two demos here:

http://www.euroskillz.eu/downloadnew...ff_concing.zip

Concing done by Sackratte.
One juggle to the top with a tripple at start and one demo with 3 air hh to get to the top.

So hopefully this inspires some mappers to make more concmaps for FF.

gg
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Old 09-16-2007, 03:43 AM   #27
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Quote:
Originally Posted by Sidd
Ok, even simpler, I made a big box to go with it.
example_concmap.bsp

I declare this the first community released ff map in existence!


you need both the bsp and the lua file in the maps directory for it to work.
To bad ff_aardvark was released first.
I still claim rights to the first fully functional concmap.
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Old 09-16-2007, 07:27 AM   #28
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aardvark isn't a conc map, we played for 1 hour yesterday, and nobody even used a conc
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Old 09-16-2007, 09:43 AM   #29
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ff_aardvark is a pipemap

ff_aardvark is great, thats why i put it on 24/7 rotation until we have some acceptable concmaps to add. And you are right its a perfect map for concers doing hh, ramp slides and strafing. But per definition it is not a concmap.
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Old 09-16-2007, 09:49 AM   #30
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Quote:
Originally Posted by nodnarb
To bad ff_aardvark was released first.
So I claim the first 2 community ff maps?
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Old 09-16-2007, 04:18 PM   #31
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Quote:
Originally Posted by stino
aardvark isn't a conc map, we played for 1 hour yesterday, and nobody even used a conc
I never said it was.
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Old 09-19-2007, 11:00 AM   #32
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www.via-teleport.co.uk/conc_juggleface_b2.rar

Compiled with RAD, thanks for the lightmap tip Sidd ^
Still need to make a loading screen. Lighting is crappy and needs improving

http://www.via-teleport.co.uk/conc_j...ace_b20000.jpg Ignore the HUD -_-

Last edited by watch; 09-19-2007 at 03:41 PM.
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Old 09-20-2007, 12:30 AM   #33
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omg thats crazy
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