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Old 10-05-2007, 08:39 PM   #21
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I knew I recognised that name from somewhere :P

Anyways, just finished a playtest, it threw up a few things, such as the amount of concs you spawn with not being enough, and the conc bag taking too long to spawn.

The sniper bases seem to be a bit too high as they are now, too ifficult to see where the ducks are coming from. Might open up the window a bit and have a forcefield or some sort of barrier protect it. Dunno yet.

Anyways, I'm gonna release the BETA2 version which was used for this playtest, to get some more feedback. Link in the top post!
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Old 10-06-2007, 07:27 AM   #22
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I say let the concers reach the snipers' huts and infect them. Could add for some more fun and tension . The snipers' view is definitely much too restricted ATM. They should be able to shoot the ducks that landed in the water too. And, as already said, faster conc regeneration.

Otherwise, great fun.
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Old 10-06-2007, 08:18 AM   #23
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You might want to make water more corrosive.. you can conc from it. Though I'm unsure if that was intended.
EDIT:Also it takes a bit to die from water- makes for slower gameplay.. Even though this is a drunk game, ya still gotta stick with the TF style of speed.
EDIT2: I need to stop posting for a bit..
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Old 10-06-2007, 04:15 PM   #24
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Well, I've given the Sniper's a bit better view, as well as put in a protective forecefield - screenshot if it here. (not a great shot, just from a fast compile, but enough to compare)

Does that look about right? Need more? Too much?

Also, made the water more damaging, kills a bit quicker now, so that should speed it up gameplay a bit.

One thing I want to ask specifically about is about having a route for the sniper's to move between bases, e.g. either a teleport or a tunnel of some sort... anyone think thats needed?

Ty for the feedback so far, guys. Even if i'm not too sure on the infecting snipers bit, punkrockrocks
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Old 10-06-2007, 06:45 PM   #25
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Anyone got any servers running this? I want to give it a go
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Old 10-06-2007, 07:44 PM   #26
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Quote:
Originally Posted by Pon
One thing I want to ask specifically about is about having a route for the sniper's to move between bases, e.g. either a teleport or a tunnel of some sort... anyone think thats needed?
I think the view's great.. The teleporter may be a good idea- People may want to have organized competitions between organized teams. Who knows, this map looks like it may be a big hit.
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Old 10-06-2007, 10:36 PM   #27
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Stephen: No idea if there are any running it in rotation, sorry.

Gizmofo: Ahh, well, I'll try teleporters in beta3 then, I guess. If it doesn't work they can be removed/replaced
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Old 10-06-2007, 10:46 PM   #28
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Quote:
Originally Posted by Pon
Well, I've given the Snipers a bit better view, as well as put in a protective forecefield - screenshot of it here.
That looks just about perfect.

@Gizmofo: I like being able to conc back out of the water, but I agree that it should kill a bit faster.
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Old 10-07-2007, 06:40 PM   #29
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Alright, I've put up BETA3. It includes the raised view for the snipers, the protective shieldwall for the ducks, as well as teleporters between the two sniper bases.

Link to BETA3 can be found in the first post of the thread.


One problem brought up by this update however seems to be the shieldwall blocking concs (e.g. they bounce off it if thrown at it. HH they pass no problem). In all other aspects it works like it should.. blocks bullets but lets the ducks through. It's a trigger_ff_clip, using the kClipProjectiles and kClipteamRed flags in the LUA... I'm just confused as to why conc's get blocked as I'd have thought they'd come under the kClipGrenades flag. Any ideas anyone?
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Old 10-10-2007, 03:11 AM   #30
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Just a small update with a selection of screenshots, mostly showing the direction that the above-pit stuff is taking. It's really an industrial theme now, to fit in a bit more with the pit itself, and hopefully give the map a bit more of a consistant look.

I need to do a 3d skybox badly :P

Pics:

Inside Duck's base
Sniper's view from the right base
Sniper's view of the targets
Overview looking NE
Overview looking SW


Definitly needs a namechange now, pretty much torn between the Boogieman117's suggestion of ff_concndie, or my own ff_snipe_or_fly. Might put a poll up if I can be bothered.
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Old 10-11-2007, 12:16 AM   #31
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We've had a blast on this map every time I load it up on my server (fortress.odinbsd.net), kudos for taking the time to make this while everyone else is working on the CTF and conc maps. I personally would love it if the bottom wall obstructing the snipers view was lowered a bit, at times I get focused on that wall being in the way and it can be aggravating. Also, alot of the fun on the map comes when the more skilled conc'ers start jumping around on top of the sniper nest, tossing concs at them, etc. Adding some small platforms high in the air, or even a small entrance to the sniper nest like already mentioned (crowbar/concs only!) could be good times.

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Old 10-11-2007, 03:08 PM   #32
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Thanks for the feedback Odin, glad to hear you've had some fun on the map, even if it's still in beta. And yep, variety is good

Reguarding the comment about the sniper window, can I ask which version you've played? Beta2 or Beta3? The window is lowered in Beta3.

As for the other stuff you mention, I've had a few ideas lately about that. But I don't wanna give too much away and ruin the surprise so I'll say nothing for now
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Old 10-12-2007, 01:34 AM   #33
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Ah yes, forgot to mention I've only played Beta 3. Looking forward to your next changes.

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Old 10-12-2007, 10:18 PM   #34
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Looks really good. This makes me want to work on pull, somemore. =[
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Old 10-13-2007, 03:03 AM   #35
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Hmm, can't say I'm too sure about lowereing the window further than I did for Beta 3, Odin... I dunno. It kinda ties into one idea I had for something (here's me not wanting to give too much away again ), so I'll see how that goes before deciding I guess.

Glad someone thinks it looks good though, nornarb. Guess I'm too critical of my own work, judging by my sig



Anyways, as for an update, none really. Making the bit above the pit look a bit better, but not a great deal of work has been done as I've been playing Portal and the Episodes...
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Old 10-14-2007, 12:42 AM   #36
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Well, I'm gonna put up BETA4 as it's up on a server I regularly play on, so it'll get out anyways I guess

Not much changed from BETA3, just making the top look better with some detail. A bit more developed than the shots I posted recently, but not a great deal more.

Download HERE
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Old 10-20-2007, 02:33 AM   #37
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Well, another update. I've reworked the sniper bases, added more detail around places (not enough in some places though, but it'll come), and the like.

The main thing on this update is the addition to the gameplay, though - the "10 in a row" bonus. When either team scores 10 times in a row, without the other team scoring, well... things are made a bit more aukward for the other team...

I'm not sure how well balanced it is yet, but hopefully I can get some feedback on that specifically. And I am well aware the effect used for it (particularly in the sniper bases) looks like a bag of shit . Will fix that when I figure out some good settings for it.

Hopefully though, the layout, LUA, and such is virtually complete. I still need to have spoken announcements, as well as some sounds in the map, a 3D skybox, and some tweaks to the scoring most likely... However, functionally, I think it's complete. and ithis is likely to be the last beta version.

Anyways, latest screens:

Looking out at the Target
Overview looking NE
Overview looking NW
Overview looking SE
Inside the Sniper's base
Looking out the top window


BETA5 files: Download HERE
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Old 10-22-2007, 03:56 AM   #38
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I don't know why, but the water is disturbing me. Please change it, or something. Break it up with some props?
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Old 10-24-2007, 10:34 AM   #39
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Old 10-24-2007, 10:59 AM   #40
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Hmm, didn't expect anyone to setup a 24/7 server for the map, I have to admit
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