05-30-2012, 09:56 PM | #1 |
Fortress Forever Staff
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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: Last edited by Green Mushy; 06-06-2012 at 08:12 AM. |
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05-30-2012, 11:39 PM | #2 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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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 |
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05-31-2012, 04:31 AM | #3 |
D&A Member
Beta Tester Join Date: Jan 2012
Gametype: AvD Posts Rated Helpful 35 Times
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This looks great! I'm really digging the overall shape of the flag room. Looks like fun.
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05-31-2012, 04:44 AM | #4 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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this looks nice.
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05-31-2012, 04:48 AM | #5 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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awesome!
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05-31-2012, 10:00 AM | #6 |
The Crowbar Commander
Beta Tester
Join Date: Sep 2009
Location: Statesville, NC
Class/Position: Anything. Gametype: CTF/CP (AvD needs fixing) Posts Rated Helpful 28 Times
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I'm down for testing!. grats btw on grads.
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06-01-2012, 04:43 AM | #7 |
Fortress Forever Staff
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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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06-01-2012, 06:54 AM | #8 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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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. |
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06-01-2012, 03:11 PM | #9 |
D&A Member
Retired FF Staff Join Date: Mar 2007
Location: Server: 206.217.134.170:27016
Posts Rated Helpful 2 Times
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on [o-t].
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06-01-2012, 08:35 PM | #10 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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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.
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WiFi's StreamFailure is always an option. It's a happy massacre?! (yes, yes it is!) To make most awesome thing in universe combine Bears and Nicholas Cage! and remember kids, we didn't start the flame-war! |
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06-01-2012, 09:55 PM | #11 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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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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06-01-2012, 10:39 PM | #12 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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oops forgot about that.
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WiFi's StreamFailure is always an option. It's a happy massacre?! (yes, yes it is!) To make most awesome thing in universe combine Bears and Nicholas Cage! and remember kids, we didn't start the flame-war! |
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06-01-2012, 11:47 PM | #13 |
D&A Member
Beta Tester Join Date: Jan 2012
Gametype: AvD Posts Rated Helpful 35 Times
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Yeah it plays well. Seems like a high cap map.
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06-02-2012, 03:01 AM | #14 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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played pretty well in a pickup 10-10 tie
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06-02-2012, 05:04 AM | #15 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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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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1 members found this post helpful. |
06-02-2012, 05:41 AM | #16 |
D&A Member
Beta Tester Join Date: Jan 2012
Gametype: AvD Posts Rated Helpful 35 Times
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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. Good job all around. |
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06-02-2012, 05:54 AM | #17 | |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Quote:
Looking at squeek and spoon. |
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06-02-2012, 12:18 PM | #18 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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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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06-02-2012, 03:56 PM | #19 |
The Crowbar Commander
Beta Tester
Join Date: Sep 2009
Location: Statesville, NC
Class/Position: Anything. Gametype: CTF/CP (AvD needs fixing) Posts Rated Helpful 28 Times
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From my perspective, engi being my main d class, unless you have a good front-end defense, keep a gun up can be rather difficult as the time it takes for a medic to get from one end of a base to another is rediculously fast (we're talking close to change of pace speed.) My suggestion is to have the bag in the FR spawn faster, or add an addition bag spot somewhere on the other end of the FR (like in phantom. Even on phantom it can be harder to keep a gun going.)
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06-02-2012, 04:00 PM | #20 |
NeoNL
Wiki Team
Beta Tester Join Date: Oct 2008
Location: Boston, Mass
Class/Position: Soldier, Medic Gametype: AvD Affiliations: +M|M+ -RS Posts Rated Helpful 170 Times
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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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