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Old 10-24-2008, 10:26 PM   #1
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[Release] ff_siege_classic

Get ready for some more eye-popping brain aneurysms, pF.

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Last edited by squeek.; 10-25-2008 at 12:17 AM.
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Old 10-24-2008, 10:30 PM   #2
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So when's the playtest?
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Old 10-24-2008, 11:08 PM   #3
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i just peed a little
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Old 10-24-2008, 11:39 PM   #4
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jawsome squeek!

maybe i'll get around and make a ff version of this map. definitely a worthy map to do so on. thanks again!
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Old 10-24-2008, 11:44 PM   #5
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hellz yeah. dling now
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Old 10-24-2008, 11:51 PM   #6
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:O NEW MAP!!!!
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Old 10-24-2008, 11:55 PM   #7
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Haha.. these kind of textures do have a certain sleek style.. but yeah *pop*
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Old 10-25-2008, 12:13 AM   #8
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Quote:
Originally Posted by elwood
jawsome squeek!

maybe i'll get around and make a ff version of this map. definitely a worthy map to do so on. thanks again!
Adding source file download in a jiffy.

EDIT:
Source Files
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#FF.Pickup ¤ Fortress-Forever pickups

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Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

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Old 10-25-2008, 03:44 AM   #9
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I was just thinking about this map. I was wondering what the name was.
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Old 10-25-2008, 04:40 AM   #10
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OMG! Love you long time
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Old 10-25-2008, 06:41 AM   #11
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Just had a look at the source and thats a massive work, and not least on the optimisations.

Just a few questions.

The brushes you see when you click the vis group "original geometry", whats that?

Whats an info_overlay?

You sure the texture "session_glass_blue" isnt missing? I get the purple/black checkered texture in Hammer.

Im not sure about the use of env_cubemaps except for reflections in water but you added so many of them, everywhere. Why is that necessary?

So much more to say, but really, impressive work.
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Old 10-25-2008, 08:50 AM   #12
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Quote:
Originally Posted by Lt Llama
The brushes you see when you click the vis group "original geometry", whats that?
That is the decompiled .bsp from TFC. It breaks it up into unusable 1-unit thick "shells" of each brush, instead of the full brushes.

Quote:
Whats an info_overlay?
It's almost identical to a decal, but with overlays you can control the height/width/what brushes it displays on/etc.

Quote:
You sure the texture "session_glass_blue" isnt missing? I get the purple/black checkered texture in Hammer.
I was worried about that. Just do a replace, replacing "ff_session/session_glass_blue" with "ff_2mesa3_classic/session_glass_blue" and the same for red. It should work fine then. It works ingame though, due to pakratting.

Quote:
Im not sure about the use of env_cubemaps except for reflections in water but you added so many of them, everywhere. Why is that necessary?
It's not necessary, but cubemaps (when built) are used to get correct reflections for any reflective material. In FF, there are very few reflective materials, so it's not terribly important. SGs are the most reflective and most apparent; and, if you go sniper and look at the scope on the model, you can see the reflection change as you run around.

Quote:
So much more to say, but really, impressive work.
Thanks.
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Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
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Old 10-25-2008, 11:26 AM   #13
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Quote:
Originally Posted by squeek.
That is the decompiled .bsp from TFC. It breaks it up into unusable 1-unit thick "shells" of each brush, instead of the full brushes.
You just kept it for reference? My poor comp stutters when I try and open the vmf. But it's great that you submitted the vmf file, I'm sure those who are interested can learn a lot from it.

Quote:
Originally Posted by squeek.
It's almost identical to a decal, but with overlays you can control the height/width/what brushes it displays on/etc.
Hmm, you mean this is what you use if you want to resize a decal?

Quote:
Originally Posted by squeek.
It's not necessary, but cubemaps (when built) are used to get correct reflections for any reflective material. In FF, there are very few reflective materials, so it's not terribly important. SGs are the most reflective and most apparent; and, if you go sniper and look at the scope on the model, you can see the reflection change as you run around.
As I'm more into concmaps I suppose this is really not necessary if it's not needed for weapon surface reflections.
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Old 10-25-2008, 12:52 PM   #14
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woop you're really pumping them out

next map ff_training_classic?
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Old 10-25-2008, 06:06 PM   #15
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Ran around it last night after the pickup. Very smooth feeling. One of the halls seems a bit smaller, although I know for a fact that it's just my memory and the FoV I used in TFC. Ramps fit FF play perfectly. I predict that demo, soldier, and engy will be played here.
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Old 10-25-2008, 07:19 PM   #16
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Ran though it really quick and a few things that seem to be bugs, but i haven't played the original so I don't know whats intentional:
  • You have neat sunset lighting everywhere, but no sun in the sky box to provide it
  • The built-in man-cannon in the flagroom spams the console with outofrange errors
  • The actual part that launches you forward is outside the lift, making using it awkward
  • On the other side of the basement with the cannon's entrance, there is what looks like a lift, but the push only makes you get stuck floating an inch off the bottom instead of lifting you
  • There is a teleporter from basement resupply to the upstairs one, but not one the other way around

Other than that, it plays smooth and looks awesome for a _classic map.
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Old 10-25-2008, 08:41 PM   #17
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......

the airlift "built-in man-cannon" , is one way. You can only use it to get into the flag room, not out :3
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Old 10-25-2008, 09:09 PM   #18
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Quote:
Originally Posted by theqwert125
  • You have neat sunset lighting everywhere, but no sun in the sky box to provide it


Quote:
  • The built-in man-cannon in the flagroom spams the console with outofrange errors
This is a flaw with the source engine and trigger_push entities, and only shows on local servers.
Quote:
  • The actual part that launches you forward is outside the lift, making using it awkward
Not quite sure what you mean.
Quote:
  • On the other side of the basement with the cannon's entrance, there is what looks like a lift, but the push only makes you get stuck floating an inch off the bottom instead of lifting you
Bug with trigger_push in the source engine. There is a slight upward push on that side only meant to avoid fall damage.
Quote:
  • There is a teleporter from basement resupply to the upstairs one, but not one the other way around
Very intentional.
Quote:
Other than that, it plays smooth and looks awesome for a _classic map.
Thanks.
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Old 10-25-2008, 09:18 PM   #19
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Quote:
Originally Posted by squeek.
Not quite sure what you mean.
I mean if the boxes are where the actual push is applied, it at least feels like this:


So you can get stuck at the top of the lift without being forced out.
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Old 10-25-2008, 09:34 PM   #20
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Quote:
Originally Posted by theqwert125
I mean if the boxes are where the actual push is applied, it at least feels like this:


So you can get stuck at the top of the lift without being forced out.
It's actually like this:
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Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
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