07-18-2007, 10:14 PM | #161 |
Spirit Studios
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just be sur to include the credits to it when you guys keep sending it to other people
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Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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07-21-2007, 06:07 AM | #162 |
Join Date: Jul 2007
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I'm glad to see this map getting made, it is a pretty good map I've played a number times in the ADL. The only problem I really have with it is that it's too much of an offense dominated map. The only cap were you can hope for long holds against a good team that can hh proficiently is cap 1. Cap 3 is alright but not as easy to hold as 1. Cap 2 is incredibly easy to cap and the only defense that has shown to be able to get a decent hold is when you snipe a jump into and the flag lands in the water.
Fortunately there are several easy ways to make map more balanced for O and D which do not change the scheme of the map. The easiest and most common ways are: 1. Beef up armor and/or nades on the side that needs help; or reduce armor and/or nades on the side that's overpowered. 2. Move the respawns closer to the cap for the team that's under-powered or move the respawn further from the cap for the team that's over-powered. Some other easy but a little straight forward ways are: 3. Add packs in strategic locations which help one side more than the other. 4. Remove packs which help one side more than the other. 5. Beef up or nerf packs which help one side more than the other. 6. Increase or decrease respawn time on packs which help one side more than the other. If your looking for packs to mod I can give you some good candidates: CP1: 1. The two packs back by the cap respawn very slowly, something to make these packs better for NGs or defesive players that need health/armor would help significantly. 2. The pack in the water by the palm tree and the one above the water entrance help the O. Nerfing these would help the D a little bit. CP2: 1. There's only one pack by the cap and it's in an awkward spot. Adding more packs would help a lot. Some good places would be back by gate 3, up on the balcony, behind the boxes, or below the balcony. 2. There's really only one pack which significantly helps the O, that's the one by the house up the hill. CP3: 1. All of the packs near the cap give very little armor. More armor from these packs would help significantly. As a defensive soldier guarding the lower det entrance I would grab that pack in the little alcove many times, but it's so little armor it's barely even worth the three seconds it takes to pick it up. When my clan was practicing this map on cp1 someone said "don't pick up these packs unless your NG because they never respawn." This gave me an idea to help a defense out, make extra reserve packs primarily for NGs which never respawn. They could be picked up only by the defense obviously and probably only defensive NGs just so it's harder for someone to pick them up on accident. They could even put in a case which only an NG can open. In any case they should be somewhat hard to run into on accident and be spaced out enough that you won't pick up two at once on accident. What I really like about the idea is that if your offense is doing a good job of damaging SGs and making the defense repair and rebuild them eventually they will run out of the reserve packs and the O will have gained a permanent advantage which should enable them to cap the flag. So this are all ways you can use to balance the map without changing any of it's solid parts. If you want to change any of the solid parts making passages more narrow would help. Or another idea I had for cp3 would be to make the floor above the basement part see-through in the back of it too just like it is on the side and in the front. This would help the D a little bit so they could see offense under there more easily. If you tell me what you are planning to do to make the map more balanced I would have a pretty good idea if your doing too much or if your doing too little. Play tests would have to be done though to get a very accurate idea of how balanced it is. Last edited by Spider-Waffle; 07-22-2007 at 06:44 PM. |
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07-21-2007, 04:10 PM | #163 |
Beta than eva'
Join Date: Mar 2007
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ok. i'll consider all those. thanks
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07-21-2007, 10:31 PM | #164 |
Join Date: Mar 2007
Posts Rated Helpful 1 Times
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I need some mapping lessons ): I really want to map, but I just fucking can't.
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07-21-2007, 11:32 PM | #165 |
Beta than eva'
Join Date: Mar 2007
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Well I doubt I'm the one to ask. There are much better mappers in this forum...pretty much most lol
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07-22-2007, 04:50 AM | #166 |
Join Date: Jul 2007
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It's lookin' good Beetle!
Keep up the awesome work bro. |
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09-13-2007, 09:42 PM | #167 |
Beta than eva'
Join Date: Mar 2007
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havent forgotten about FF, and now that its out ill have a beta out within the next week.
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09-14-2007, 03:56 PM | #168 |
Join Date: Mar 2007
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beetle, i think i can be usefull for you and any other pirate/.. themed map, i was thinking of creating a pirate town in 3d max, but that whouldn't allow me to create animations in it, so i'm going to model it, and export it to a realtime render engine, like source, like ff, so it could be usefull but i still need to find the best way to uvw map the hull of my ship, it's huge, and if i place that whole hull in 1 vmt file, i'll get a pretty low res result, so either i'll have to cut up the hull in different sections (bad for lighting), or i'll have to apply multple textures to the mesh, and i don't know what's source's limit for that, i thought 3, but seems to be wrong since player models use more than 3 sheets.
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12-20-2007, 06:12 PM | #169 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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any status on this map? It looks sweet and I really want to include it in the community map pack.
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12-22-2007, 03:30 PM | #170 |
Beta than eva'
Join Date: Mar 2007
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ok ok. I need some help with the entity setup, aka LUA. If you're interested in helping me, that's all that needs to be done before a releasable version is ready.
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12-26-2007, 11:14 PM | #171 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff 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
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I'll have a go at this one, I guess
Whats the exact status? e.g. is the work thats needed just tying up the LUA to the existing entities, stuck on how to use the base_id.lua's entities in your map, etc? Lemme know what you need from me exactly and I'll see what I can do to help.
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12-27-2007, 05:08 PM | #172 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
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I'll help you with the lua if you still need it. PM me.
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02-05-2008, 08:25 AM | #173 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff 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
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I hope this isn't abandoned as Dr. Satan said in the Community Map Pack 2 post
So much so, if Lua is still the problem, I offer to do it all for you, setting up entities in hammer, any coding needed that deviates from the base Lua files, etc. We desperatly need more AvD maps in my opinion.
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02-05-2008, 02:43 PM | #174 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Yeah...I think that's just a typo from a long time ago. I talked to beetle after that and thought he was almost done.
Can someone will LUA skills PM him? Beetle Last Activity: 02-02-2008 05:37 PM So he's definitely around...just still needs help me thinks!
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02-05-2008, 02:56 PM | #175 | ||||
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Quote:
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02-05-2008, 07:41 PM | #176 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff 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
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Well, I sent a PM before, gave him a link to the AvD mapping page on the wiki along with a general offer of "ask me for any more help you need with it" kinda thing, but got nothing back after that
The offer is still open (hell, it's open to anyone making or considering making an AD/ID map ), and I think I'll send him another PM letting him know as you suggest.
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02-06-2008, 01:21 AM | #177 | |
Heartless Threadkiller
Beta Tester
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Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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If he gets THAT close to finishing a map, and doesn't finish it...we should hunt him down and do something vile, perverse, and disgusting to him.
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05-31-2008, 03:36 PM | #178 |
Beta than eva'
Join Date: Mar 2007
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hey guys, Im back....sorta. I'm digging this thread up from the grave to ask if its worth it to continue the work, meaning does FF have a bigger fan-base? I installed FF again months and months ago to see what kinda servers were up and i think there were maybe 6 or so, which didn't seem worth it. They didn't even have people in them. Has that changed?
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05-31-2008, 03:41 PM | #179 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
If what I heard is true, all you need is the lua? If so, then it's definitely worth finishing no matter how many players are playing.
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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05-31-2008, 04:27 PM | #180 |
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Location: Baton Rouge
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the fan base will grow, give it some time...
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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