Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 07-31-2009, 08:49 AM   #21
Ricey
UI Designer
Front-End Developer
Fortress Forever Staff
 
Ricey's Avatar
 
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng
Gametype: CTF 9v9
Affiliations: .gr , smr
Posts Rated Helpful 46 Times
Quote:
Originally Posted by Dr.Satan View Post
I'm back...and I know it's pretty late, but if anyone's down i'll have this up in a few min.

Just need to install my new ram and rs!

Edit: Uploading to server now
Edit2: Also I agree with pon, I really like banderas, but this should be cool too!
Give me a shout when ya Play Test it, or if ya already then do another one!
__________________
Support FF:
Maps : Haste |Scrummage |Mulch_Trench
Voltage | Exchange Classic | Fortsake
ricecakes: I demand SGs get a buff
squeek.: buy it a gym membership


'I have an eye for design' - Kube 2014
Ricey is offline   Reply With Quote


Old 07-31-2009, 11:24 PM   #22
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
about to jump into the AE server to test this out...anyone who's around come on in!

8.3.29.129:27015

righ' now people!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 08-01-2009, 12:00 AM   #23
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
Ok, I gotta take off, but I will leave this up on [AE] server for a while. I did run around and my initial reactions are this:

I love the AvD concept of it, however I do think that the defending team is gonna get a little lost. I would suggest putting some jersey barriers or something blocking the exits to the different cp's when your not there.

So for instance when your on cp1 when you come up and outta the resup, you can go left to 2 / 3, but putting in a player clip with some visual indicator that gets called for cp1 would be an easy fix and help to steer people to the right cp. that or maybe having the defending team spawn on the cp they are defending?

Another thing is that I have a feeling that cp1 is gonna be capped way to quickly, b/c the spawn is so close. OR it's gonna be a hold forever there. Maybe if you pulled back some of the old red base and made them have to run more to get to cp1? Add some nice choke points and stuff so that there's some places to battle and stuff? Or are you going more for quick caps and fast pace so that the game keeps moving like say cornfield?

Edit: Actually I like the way it plays a lot, still think need to cordon off D some, but for the most part it runs smooth.

Also locations are messed up.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:

Last edited by Dr.Satan; 08-01-2009 at 12:38 AM.
Dr.Satan is offline   Reply With Quote


Old 08-01-2009, 10:12 PM   #24
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off
Gametype: Anything but yet more fucking CTF
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
Didn't get many people in, unfortunatly (hopefully I can organise something a little more substantial later, this weekend seemed to be a bad time for a lot of people), but we had a small playtest today. Myself, Rawh, Ricey, and Thiz.

The main thing I guess is the need for a bit more/clearer signposting. In some places (CP2 most noticably), it's not immediatly clear where you should go. As Doc pointed out, perhaps a few of the more roundabout routes could be blocked off dependign on the active CP - but to do that effectivly, I think you'd need to convert the map to play like Vertigo does.

Typically ID maps tend to be mostly linear (1-2 obvious routes), with the routes to the final CP being less so, so I think that'd be the best solution without a major redesign.

CP1 being so close to the attacker's spawn isn't really a major problem, I guess. A little extra distance wouldn't hurt though.

As for the attacker's spawn, well, I think Doc is right when he says it could hold there forever. Perhaps a secondary exit might alleviate that, possibly through the sewers (though that seems a bit too far up, can't really see anywhere else). Also, respawn turrent are essential, and the flag can be thrown through the gates for some reason.

CP3 could do with being a little less out in the open, given that it's the final CP. Perhaps in where the fan lift is.

The defenders spawn I found a little confusing at first. I think in addition to a block of signs in the same place, it might be good to also individually label the doors.


Anyways, I meant to take some screenshots to illustrate some of the things I mean. I completely forgot . I'll hopefully get chance to do a run around the map tommorow and take some, make some of the points a bit clearer.
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...
Pon is offline   Reply With Quote


Old 08-01-2009, 10:44 PM   #25
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
Thanks for that. I actually had a family thing to do that I had forgotten about.

I really don't think the D will be able to lock down the first spawn for very long, because of the distance they have to travel compared with the offense. An alternate route would not be amiss, though.

It would be pretty easy to block off routes that aren't needed, and I could lock/unlock doors in the D spawn as the game progresses.
Crazycarl is offline   Reply With Quote


Old 08-01-2009, 11:25 PM   #26
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off
Gametype: Anything but yet more fucking CTF
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
No problem. As I said though, I hope to get a larger playtest organised through the week sometime. I don't think a small 2v2 did the map justice.

As for the spawn exit, well, I guess it's a situation where it depends on the relative skill/organisation of each team, much like everything else I suppose. It is an easy point for a really good team to hammer a bad one though.

As soon as the attackers break through though, yeah, the CP is theirs.


Locking/unlocking the def spawn doors sounds like a good idea as well.
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...

Last edited by Pon; 08-01-2009 at 11:32 PM. Reason: Rewrote some stuff 'cos it didn't make much sense.
Pon is offline   Reply With Quote


Old 08-01-2009, 11:59 PM   #27
Ricey
UI Designer
Front-End Developer
Fortress Forever Staff
 
Ricey's Avatar
 
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng
Gametype: CTF 9v9
Affiliations: .gr , smr
Posts Rated Helpful 46 Times
Me and Rawh held Pon in the spawn for a good amount of time, Gogogog Weird ass Tran shots.

I think the other gate in the spawn should break, fall over, etc after a certain amount of time. But, it was a 2v2 testing so, can't really judge the game play on that, other then that signage was eh and could use improvement. I will say this, it was fun to play for a bit, and the design of it is good, just a lot of way to get from 1 point.
__________________
Support FF:
Maps : Haste |Scrummage |Mulch_Trench
Voltage | Exchange Classic | Fortsake
ricecakes: I demand SGs get a buff
squeek.: buy it a gym membership


'I have an eye for design' - Kube 2014
Ricey is offline   Reply With Quote


Old 08-02-2009, 12:04 AM   #28
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off
Gametype: Anything but yet more fucking CTF
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Ricey View Post
Me and Rawh held Pon in the spawn for a good amount of time, Gogogog Weird ass Tran shots.
This is why respawn turrets are essential. I'd have got out if I wasn't being spawnkilled :P
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...
Pon is offline   Reply With Quote


Old 08-07-2009, 10:16 PM   #29
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
Bump for release. See the new download link in the first post (Thanks, Dr. Satan), or look for this map in the upcoming Community map pack #2.
Crazycarl is offline   Reply With Quote


Old 08-07-2009, 10:48 PM   #30
Pon
Not choking. Yet.
Lua Team
Wiki Team
Fortress Forever Staff
 
Pon's Avatar
 
Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off
Gametype: Anything but yet more fucking CTF
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
Nice, I'll ask Rawh to put this up on FF.SNT #3, hopefully I'll get a look at it sometime over thw eekend
__________________
Support FF:

YOU GUYS REALLY SHOULD UPDATE YOUR STAFF LIST!
I haven't posted since 2010...

Preferable to death. But only just...
Pon is offline   Reply With Quote


Old 08-08-2009, 10:56 PM   #31
Firefox11
 
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper
Gametype: AvD
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
I'm having a few issues with the map. The spinning numbers above the CPs, as well as the number indicators on the walls (next to the arrows pointing to the CP) don't show at all. In it's place theres a white, empty square with a line crossing it in diagonal.
Firefox11 is offline   Reply With Quote


Old 08-08-2009, 11:59 PM   #32
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
Crap. That's my fault. I thought those materials came out with 2.3. I'll have to either release them now or wait until the next patch. Decisions...
Crazycarl is offline   Reply With Quote


Old 08-09-2009, 01:52 AM   #33
Firefox11
 
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper
Gametype: AvD
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
Aha! I knew it had something to do with the Beta, since Pon said he could see them =D

Thanks for the confirmation ;D
Firefox11 is offline   Reply With Quote


Old 08-09-2009, 03:19 AM   #34
GeoKill----->
Community Member
Server Owner
Beta Tester
Forum Moderator
 
GeoKill----->'s Avatar
 
Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout
Gametype: AvD
Affiliations: :e0:Eternal Order Leader
Posts Rated Helpful 12 Times
Might as well release it
__________________

:e0: Will live on Forever
Support FF:
GeoKill-----> is offline   Reply With Quote


Old 08-09-2009, 01:29 PM   #35
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
if they're just files that get overwritten next patch then just release them for now I think?
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)
Elmo is offline   Reply With Quote


Old 08-09-2009, 07:12 PM   #36
GeoKill----->
Community Member
Server Owner
Beta Tester
Forum Moderator
 
GeoKill----->'s Avatar
 
Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout
Gametype: AvD
Affiliations: :e0:Eternal Order Leader
Posts Rated Helpful 12 Times
packrat and thats it
__________________

:e0: Will live on Forever
Support FF:
GeoKill-----> is offline   Reply With Quote


Old 08-10-2009, 08:33 PM   #37
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
Eh. Here's the missing textures. Don't feel like repackaging the whole thing. Just unzip it into \FortressForever\ like normal.
http://www.savefile.com/files/2177093
Crazycarl is offline   Reply With Quote


Old 08-10-2009, 09:04 PM   #38
Firefox11
 
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper
Gametype: AvD
Affiliations: FF.AvD [FF AvD/ID guild]
Posts Rated Helpful 0 Times
Thank you very much, kind sir!
Have a (square) cookie vvv
[::]
Firefox11 is offline   Reply With Quote


Old 08-10-2009, 09:21 PM   #39
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
looks more like a cracker
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 08-13-2009, 03:33 PM   #40
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
http://www.dctrs8tn.com/files/ff/ff_...f_venganza.rar

mirror updated with the material patch. Also added to the pack.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:

Last edited by Dr.Satan; 08-13-2009 at 06:05 PM. Reason: spelled wrong lol
Dr.Satan is offline   Reply With Quote


Reply

Tags
banderas, crazycarl, ivd, sequel, venganza


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:34 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.