12-16-2005, 02:44 AM | #61 |
Join Date: Dec 2004
Location: Melbourne
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lol I wasn't talking about the original, just that your work looks like it came from 2001.
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12-17-2005, 02:01 AM | #62 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I know what you meant.
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12-21-2005, 09:12 AM | #63 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Also, if anyone has any suggestions for changin anything about gameplay or layout of this map from the original, I'd welcome them.
As things stand, the blue team is getting another exit from their base that lets out further along the wall to the right of the tank. Red team gets a lighthouse that you can snipe from on many levels, but is more open (and hopefully easier to attack.) I was considering making it easier for demo men to get into the spawn rooms to blow up the flag spawns. I'm not too sure about any of this right now though. Non-symmetrical maps can be tricky. ----- Also, I need some help using models: I'm trying to use a prop_dynamic with the model models/props_lab/elevatordoor.mdl for an elevator door. I can use the 'SetAnimation' to get the thing to open properly, but it won't stay open. Does anyone know how to fix this? |
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12-21-2005, 12:19 PM | #64 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
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12-21-2005, 12:37 PM | #65 |
Useless
Retired FF Staff
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He doesn't have so much light on it.
__________________
Look at all those dead links. |
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12-21-2005, 04:16 PM | #66 |
Join Date: Jan 2005
Location: Seattle, WA
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little suggestion
keep the map organized for texture replacement down the road |
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12-22-2005, 12:32 AM | #67 |
Join Date: Jan 2005
Location: Australia
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is this for tfc?
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12-22-2005, 03:11 AM | #68 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Can do, Ghroth. Is this perhaps a subtle hint that some FF textures might be coming out soon? Most of the map is best suited by the HL2 city textures, but the bases could sure use some team-coloring.
I fixed the elevator too. Turns out it was getting screwed up when you tried to press the down button when it was already down, and up when up. |
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12-26-2005, 10:46 AM | #69 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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So, in maybe a week or two I could release a test version of this map. I don't usually like to do this sort of thing because of version conflicts, and other crap like that, but some other people here have been getting pretty usefull feedback.
So... what do you guys think? |
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12-28-2005, 07:37 AM | #70 |
Join Date: Feb 2005
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Looks extrelmy good, detailed brush.
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01-09-2006, 12:28 PM | #71 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I think this map is done. I'd post some new screenshots but certain Gnyevkos are running bitlord rightnow and it'd take a half hour to upload them.
I'm also going to release a beta of this map so I can get feedback on the modified layout, if anyone'll play it. Please stand by. |
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01-22-2006, 02:34 AM | #72 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Hm... server crash?
Oh well. Everyone download ff_tiger and lemmie know what you think: http://www.superjer.com/nezumi/ff_tiger/ff_tiger_03.zip I think I left the screenshots here... |
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01-22-2006, 02:59 AM | #73 |
Join Date: Mar 2005
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gj on the map
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01-22-2006, 03:21 AM | #74 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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I really like the detail in this map
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01-25-2006, 01:40 AM | #75 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Any comments on the layout? I'm not sure if the changes I've made will fix anything or just make it worse.
Also, does the elevator crash the game for anyone else? (*warning*) |
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01-25-2006, 02:44 PM | #76 |
Join Date: Jun 2005
Location: Yorkshire
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DoD...
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02-04-2006, 12:59 AM | #77 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Not just DoD anymore! I thought I maybe could get a better response if I made a DM version.
http://www.superjer.com/nezumi/ff_tiger/ff_tiger_dm.zip So download this file and put the .bsp into your hl2mp/maps folder for some hot DM action. Just a note, the HDR really doesn't work. The HDR lightmaps and cubemaps have been built, but there's no actual HDR going on and the cubemapped surfaces look a bit screwy. So goo look at the DoD version if you want to see HDR (which I suggest 'cause this map looks way way better with it): http://www.superjer.com/nezumi/ff_tiger/ff_tiger_03.zip Also, I'm pretty sure that the elevator in the DM version doesn't crash the map . EDIT: Additional note: Ladders don't work in the DM version. I'm not gonna bother with the crazy new type of ladder if valve is going to arbitrarily remove the old (good) style of ladder from DM only. |
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02-04-2006, 02:18 AM | #78 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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I'm impressed; that must have been a shitload of work.
I'd put a little more lighting around the tank and boat, replace the redish trim on the steps outside, fix the base ladder (has supports hanging in the air), and generally optimize performance, and it should be great. |
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02-04-2006, 08:14 AM | #79 | |
Join Date: Mar 2005
Location: California
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Quote:
1) Tiger has already been made in TFC 2) This is a Fortress Forever mapping forum 3) The thread's title is "ff_tiger, a tiger remake" 4) The screenshots is a huge evidence that it is not running in the half life engine, (Gold source). We can obviously tell that it is running on the half life 2 engine, (Source). Base on the facts, we can conclude that this is for Fortress Forever and not tfc. Aside from that, I love your map. Very well done and great atmoshere overall. I ran it in dod:source so I can get the amazing HDR in your map . I noticed one brush bug, which I'll soon post a screen shot of when I have time. My suggestion is that you should add a bit more lighting on the outside. I had a great time falling down from that lighthouse as well (lol). GREAT MAP AND GOOD WORK <3! |
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02-04-2006, 12:36 PM | #80 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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joke's on you. valk was being sarcastic
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