09-27-2007, 12:37 PM | #1 |
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ff_duality BETA 1 released
I've finished off the first beta release of the Duality remake. I hope you like what I've done so far. Please check it out and share your constructive feedback. If anyone has a server and would be willing to give it a beta playtest that would be much appreciated.
Download beta 1 Pictures: Room 1 Room 2 Top of lift Bottom of lift/basement Basement Flag room Water route exit Water route Yard 1 Yard 2 Last edited by whereismymind?; 10-06-2007 at 07:04 PM. |
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09-27-2007, 12:45 PM | #2 |
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Looks nice mate. Have you got the yard yet?
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09-27-2007, 03:54 PM | #3 |
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The yard is in place but the only difference so far from the TFC version is the textures, so I haven't taken any pictures of it yet. That's my next section to focus on and add detail to
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09-27-2007, 04:15 PM | #4 |
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Lights!
Make them more varied, white just looks like mat_fullbright. I like the structure though, very nice. |
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09-27-2007, 05:36 PM | #5 |
Join Date: Mar 2007
Location: Melbourne
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hey cool duality!
it was one of the best looking tfc maps imo, so i hope you do something cool with it like make it less generic since all the rooms looked the same etc. we played it in ozfl a bunch of times and it played ok, one of the better 2fort clones but it felt quite empty or something, like, defense could feel like they were just roaming unlike most maps with pretty clear positions (dunno if that's a good or bad thing?) also a strat like hwguy defending at front door (mostly to counter people going water) pissed a lot of people off... your team would cop a lot of grens while leaving the base if the other team dm'ed him or would end up on like 50% health just trying to go via water i'm torn when it comes to the water tunnel scout rush because it adds character to the map and helps it stand out, but it's also bullshit lol so yeah, need to change it up a bit and make it more unique |
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09-27-2007, 05:38 PM | #6 |
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why _r?
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09-28-2007, 01:39 AM | #7 |
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I second the 'why _r?' question. Boo random suffixes on map names.
Other than that, looking pretty nice so far. |
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09-28-2007, 07:41 AM | #8 |
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It won't have the _r when I release it, it's just there while I'm building it, kinda forgot about it actually Thanks for feedback so far guys.
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09-29-2007, 11:04 AM | #9 |
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Just been working on the yard, here's some pics of it as it stands so far:
*EDIT* view my 1st post for latest pics Last edited by whereismymind?; 10-06-2007 at 07:03 PM. |
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09-29-2007, 09:20 PM | #10 |
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Looking good so far, keep up the good work! I look forward to playing on this map when it's done.
It definitely needs more eye candy to make it more appealing. Map remakes need to be spiced up considerably from their TFC versions!
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09-30-2007, 01:12 AM | #11 |
[AE] 0112 Ihmhi *SJB
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Looks ace.
Hey, question. The map name on the timer window - is that based on the filename, or something coded in the .bsp?
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09-30-2007, 07:34 PM | #12 |
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It's just based on the filename as far as I know, though there may be a way of changing it in LUA or something.
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10-06-2007, 07:04 PM | #13 |
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I've done beta 1, view the first post for pictures and details.
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10-07-2007, 08:07 AM | #14 |
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I checked the map on my home computer and except for a couple of areas where fps go down looks pretty good.So about the play test I put it on our server ([AE] Clan Server 8.6.8.213) and will play test Sunday Oct 7 at around 7:00 pm pacific time.
Get a hold of me about an hour before on our team speak server IP 63.209.37.155:8822 Get Team Speak Here. Or the Fortress Forever steam chat room. Sorry bout the edit but the scoring reads in 1's instead of 10's for the team score when you cap the flag.
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10-07-2007, 05:25 PM | #15 |
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It's 1 instead of 10 because I used that in the original TFC version
Thanks for doing a playtest but I doubt I will be able to do 7PM PST, I'm in the UK and that would be something like 3AM for me |
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10-07-2007, 09:25 PM | #16 | |
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Quote:
Ok we played the hell out of it runs nice fps were ok in most areas so do what you think you have to and get me a final.
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I Love GenghisTron . I miss you sooooo Much. LOL. Last edited by [AE] 82694; 10-08-2007 at 05:49 AM. |
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