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Old 12-16-2005, 02:44 AM   #61
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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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Old 12-17-2005, 02:01 AM   #62
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I know what you meant.
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Old 12-21-2005, 09:12 AM   #63
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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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Old 12-21-2005, 12:19 PM   #64
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Quote:
Originally Posted by Nezumi
Here's a screenshot of the red spawnroom. Keep in mind that the lights are going to be turned down a bit to avoid that 'cigarette burn' look.

omg, and you are allowed to use that texture, and if i use it they call it an ugly red texture (the pipe in the back left :d)
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Old 12-21-2005, 12:37 PM   #65
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He doesn't have so much light on it.
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Old 12-21-2005, 04:16 PM   #66
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little suggestion

keep the map organized for texture replacement down the road
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Old 12-22-2005, 12:32 AM   #67
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is this for tfc?
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Old 12-22-2005, 03:11 AM   #68
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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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Old 12-26-2005, 10:46 AM   #69
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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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Old 12-28-2005, 07:37 AM   #70
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Looks extrelmy good, detailed brush.
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Old 01-09-2006, 12:28 PM   #71
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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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Old 01-22-2006, 02:34 AM   #72
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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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Old 01-22-2006, 02:59 AM   #73
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gj on the map
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Old 01-22-2006, 03:21 AM   #74
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I really like the detail in this map
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Old 01-25-2006, 01:40 AM   #75
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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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Old 01-25-2006, 02:44 PM   #76
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DoD...
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Old 02-04-2006, 12:59 AM   #77
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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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Old 02-04-2006, 02:18 AM   #78
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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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Old 02-04-2006, 08:14 AM   #79
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Quote:
Originally Posted by valk
is this for tfc?
Well, let's look at some facts.
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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Old 02-04-2006, 12:36 PM   #80
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joke's on you. valk was being sarcastic
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