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Old 12-14-2007, 03:51 AM   #1
MikeQuist
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[WIP-ish] FF_Flagrun

Hey darlings,

while I'm in the final stretch of exams, I find myself bored and in need of a nice little break. All this work was done before September, and I have not touched it since. I hope to get the final details kinked out next week if I can... But in the meantime, while you wait to download the oh-so-much-fun flagrun, here are some el shotso-s de screenios.

An enourmous amount of time went into this map over the summer, and if I had time now I would upload shots of it in various stages. So much has changed along the way, but this looks like what you'll probably see soon.

I was gonna wait and just release it and suprise yall, but seeing as I haven't been too good about that, here some screenies. Maybe you all can bug me enough to finish it, heh.

NO MO TALK. MO SCREENIES. kk? thx byes. (have a good break)

(NOTE: SORRY NO IM LAZY I WONT USE ANTI ALIASING VERTICAL BUFFER BLAH BLAH BULLSHIT. DEAL WITH IT.)

http://mikequistmapping.info/flagrun..._beta60024.jpg

http://mikequistmapping.info/flagrun..._beta60000.jpg
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http://mikequistmapping.info/flagrun..._beta60061.jpg
http://mikequistmapping.info/flagrun..._beta60062.jpg
http://mikequistmapping.info/flagrun..._beta60063.jpg


Hope you like! I'm open to comments, etc. But please no: OMG FIX THE CRACK IN THE SAND or THE LIGHT SHINES THROUGH WRONG HERE.... I'm quite aware of every single mistake, thank you.

Last edited by nodnarb; 12-14-2007 at 08:46 PM.
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Old 12-14-2007, 03:57 AM   #2
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I like! Can't wait to play, but it looks like a CS Map lol.
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Old 12-14-2007, 04:31 AM   #3
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Quote:
Originally Posted by [StatisticZ]
it looks like a CS Map lol.
Yeah, because 94.2% of CS maps rip off de_dust's desert/canyon setting, that's why.

Flagrun is set in a desert-ish, Middle-Eastern Setting (like casbah), so no wonder it looks like a CS map.
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Old 12-14-2007, 04:36 AM   #4
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Believe it or not, it's a million times harder for me to make a map that looks good when it's not fortress themed. So trust me I didn't do it for the sake of ease.

The main goal was to build upon its former desert theme (if you could call like 3 textures and some rocks a theme) and add detail. I though it would be fun. Also, TF always has a glut of fortress themed maps that all look the same and it's kinda stupid. This map plays very differently, and should look so.
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Old 12-14-2007, 04:46 AM   #5
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It looks good, but there are quite a bit of large, 1 texture walls. I'd like to see these broken up with some complex geometry or just interesting texture patterns/shape patterns.

Good to see a map breaking away from the norm though.
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Old 12-14-2007, 05:31 AM   #6
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looking good im defintly exited, few more good maps like this and most of us servers can get a good map rotaion going that will attract players. Alot of ppl ask me things like is warpath,flgrun,avanti,or even rock2 etc. out and i tell them no not yet, i think alot of these old familiar maps will make this community grow alot faster. IMO change is good like new maps etc but some of these old classics just does the trick right now b/c alot of new beginners hate alot of maps b/c they dont know them they rather play a map they know what to do on them like where the caps are and so on.
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Old 12-14-2007, 05:42 AM   #7
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Well Flagrun is almost exactly the same in terms of layout and size, spare a few cosmetic and slight-layout details. I hope that players will feel familiar with it, and be able to have fun. One thing I was sure to recapture was the ability of players to conc VERY high in this map, and be able to move around the map with ease. They will find that it's a VERY fun map to conc on, and key choke points provide a great oppurtunity for the d to kick some ass.
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Old 12-14-2007, 05:45 AM   #8
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Do you still have the sniper towers or ended up taking em out?
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Old 12-14-2007, 05:51 AM   #9
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Theyre in there. I'm gonna make the ladder well larger so it's a bit easier to get in/out. I mean, honestly, there's no major advantage to sniping up there as it is not super easy...

If we lived in a perfect world where I had time to compile, beta test it, and compile again, I would...but we don't and I don't have time and I'm just going to go with my gut. Biggest problem: it changes things up a bit? No huge deal. This is just a game.
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Old 12-14-2007, 06:22 AM   #10
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How is navigational helpers on this map? I do hope you have enough signs and such to make it noob friendly.

Is there any sort of visual indication for the countdown for the neutral flags to be released?
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Old 12-14-2007, 07:25 AM   #11
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There is enough signage, and I'm hoping the intro screen will clear things up. A major problem was getting lost in the map in the original, especially in certain areas, such as the upstairs halls. I think I made the layout direct enough for new users to figure out quickly, and that mixed with various signs and such should simplify matters. On a final note, while it is a large map, it is also somewhat linear. There is a clear dirt path to follow and various other paths, and they all go one direction: Your flag room or theirs. Either one is a perfectly fine place to be for a noob in Flagrun...

As for a countdown, right now it starts with either 60 or 30 seconds (whatever it was in tfc, i dont remember, me and dr evil hammered it out months ago). It displays messages at 60?, 30, 10, 5, and then says neutral flags are available. I can add more, it's no big deal, but I don't see it as an issue.
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Old 12-14-2007, 07:42 AM   #12
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Are you planning to add a HUD for the flags similar to CZ2?
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Old 12-14-2007, 08:47 AM   #13
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No. The original intention was to have 4 flags up there that could change color depending on who controlled each one. However, the LUA for that would just be too complicated for me to come up with, and it really is not a priority anymore.

My goal is to fix critical errors/needs and get the map released, or to have somebody qualified and willing finish it up.
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Old 12-14-2007, 08:59 AM   #14
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Edit: All of the following rambling aside, please, please, please, PLEASE make use of the neutral flag in your map. This map screams for it. TFC had a neutral flag, and this makes up for FF not having one in its release.

Personally I think it would fit the theme and be cool if you had an hourglass above the neutral flags that acts as a visual countdown timer. That would be pretty bitchin'.

Quote:
Originally Posted by MikeQuist
No. The original intention was to have 4 flags up there that could change color depending on who controlled each one. However, the LUA for that would just be too complicated for me to come up with, and it really is not a priority anymore.

My goal is to fix critical errors/needs and get the map released, or to have somebody qualified and willing finish it up.
That would be pretty hard - why not use Capture Points and security for that? The colored number could show which team possesses which flag, and beneath that you can have the security icons to show who, if anyone, is carrying the flag.

Example:

1 2 3 4
= = = =


In this example:

Flag 1 is at Red's base and no one is carrying it.
Flag 2 is at the Neutral Base and no one is carrying it.
Flag 3 is not at any base, and Blue is carrying it.
Flag 4 is at the Blue's base, and no one is carrying it.

Basically:

Number icons represent where the flag is.

Red means the flag is at Red's base.
Blue means te flag is at Blue's base.
Yellow means the flag is at the Neutral base.
White means the flag is being carried or is dropped.

Security icons represent which team is carrying the flag.

Red means someone on Red team is carrying the flag.
Blue means someone on Blue team is carrying the flag.
White means the flag is at a static location.

...this is the best I can come up with without using the multiple flag carry triggers... personally, if you can find someone who can do it, I would go with that. Nezumi and A1win are particularly skilled with Lua AFAIK.
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Old 12-14-2007, 12:19 PM   #15
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yeah, little problem with flagrun is that you can only carry one flag, and ff automaticly allows players to take all flags at once and it will probably only diliver one
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Old 12-14-2007, 03:04 PM   #16
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Awesome...I've been trying to figure out what happened to this map for a while now...I'm glad you came back and can't wait to see it!
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Old 12-14-2007, 09:01 PM   #17
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It looks pretty good. I have a few architecture beefs. I'm not really asking you to change it because it would be a whole lot of work and I know you're ready to let it go.

For one thing, with the stone material you've used for the exterior walls, it would be almost impossible to make vertical walls over one story unless they were framed with timber or something. If the walls tapered as they went up it would look more realistic. In some places you've got it framed with some concrete-looking stuff, and that looks a lot better.

What bugs me more is you've got arches made out of the same material (I'm looking at /ff_flagrun_beta60043.jpg here). An arch only works if it's made of material structural enough to transfer the weight out to the sides. If you put some sort of trim on those arches I'd feel a lot better about standing underneath them

In ff_flagrun_beta60012.jpg: that's a pretty high ceiling and it looks like you stretched the texture. Try to avoid that. If you need a ceiling that's higher than 128 units, just add another texture on top or use a texture that will repeat. Stretched textures look ugly and they make the player feel small.

ff_flagrun_beta60063.jpg: I like the timbers above. It might look nice if you continue those through the ceiling of the whole building. I'd ditch the colored lights here; they look kind of cheesy. Also you wouldn't be able to see spotlight beams in direct sun. Cables for the lights would be a good detail to add, since I bet this place doesn't have internal wiring.

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Old 12-14-2007, 09:22 PM   #18
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Haha...after reading his whole thing I actually clicked on all the pics...got to the bottom and saw this:

Quote:
Originally Posted by MikeQuist
Hope you like! I'm open to comments, etc. But please no: OMG FIX THE CRACK IN THE SAND or THE LIGHT SHINES THROUGH WRONG HERE.... I'm quite aware of every single mistake, thank you.
and it made me laugh!

Anyway...I have a few things to say.

The spawn doors (top) look a little strange, but that might just be the pic...

Top respawn (blue) is pretty dark in the pic have you brightened it up a bit or is that how you wanted it or is that the pic?

You definitely should replace the flags with the neutral one that Ihmhi posted. I totally agree that map is screaming for it to be used (I know your original idea would have rocked, but the neutral one will suit I think)

Finally can't wait to play this in game!
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Old 12-14-2007, 10:04 PM   #19
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Old 12-15-2007, 01:06 AM   #20
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Quote:
Originally Posted by stino
yeah, little problem with flagrun is that you can only carry one flag, and ff automaticly allows players to take all flags at once and it will probably only diliver one
Already fixed. Flagrun has a nice deal of really complicated LUA that's kinda on its own in terms of how it was formatted...took a lot of work on dr evils part but its all good in terms of how its running.

As for the neutral flags, thank god they are done. They were not when I made this, and I was just going to make them all yellow.

Last edited by MikeQuist; 12-15-2007 at 01:14 AM.
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