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View Full Version : (Released) ff_roasted_classic 06/08/2008 Final Version


Gator-
07-01-2008, 07:26 PM
Final Version Released 06/08/2008

http://jbmpaintball.com/gator/maps/ff_roasted_classic_screenshots/small_loadingscreen.jpg

DOWNLOAD (http://jbmpaintball.com/gator/maps/ff_roasted_classic.rar)

SCREENSHOTS (http://jbmpaintball.com/gator/maps/ff_roasted_classic_screenshots/)



[ x ] The water system will stay as is - you will not be able to exit out the water

[ x ] Player clipped the yard on the sides so you can no longer see through 3d skybox - it shouldn't matter if you once were able to stand there

[ x ] Fixed a light glitch at the front of the base where it was being distorted on an arch

[ x ] Expanded the battlements to make it easier for building jumpads

[ x ] Fish revamped - now swim naturally

[ x ] Each fish pool now have only one fish in it instead of three fishes

[ x ] Added fish / water sounds

[ x ] Added a ladder in front of the capture point at the bottom for a faster cap

[ x ] Made the crystals look more natural and less solid looking

[ x ] Fixed my mistake on the "control point" decal - made them into "capture point" directions

[ x ] Removed the rocks inside the fish pool - it didn't really belong there

[ x ] Did not expand the height of the skybox due to how the architecture is in this map

[ x ] Made a better looking loading screen which explains the map thoroughly.

[ x ] The enemy's laser on the capture point now kills you - it should add some fun for the soldier and his attempt to push the offense into it

[ x ] Added bubbles in the fish pool to add even more realism

[ x ] Fully tweaked the water color inside the fish tank - it shouldn't make your eyes bleed now

[ x ] Added an entity that dead players will face while in intermission at that point

[ x ] Added about 35 tricks to prevent the map from being decompiled by the casual VMEX user

[ x ] Fixed the lua "control center" location to "main room"

[ x ] Modified the lua's startup functions to have proper working sounds

BlisTer
07-01-2008, 07:43 PM
you're so organized !

<3

exosexattack
07-02-2008, 03:58 AM
gator im ur biggest fan
i even got the underground shit that u did with squeek
i gotta room fulla ur posters and ur pictures man
i like that shit u did with hoopajoo too that shit was phat
anyways i hope u get this man hit me back
just to chat truely yours your biggest fan
this is dan

Gator-
07-05-2008, 01:28 AM
check my original post up top ^^

Geo is hosting a public beta test right now in e0 server. Download the map here first and then head in:
63.210.148.178:27015

GeoKill----->
07-05-2008, 01:30 AM
Yeah it wont be at fast dls because I didnt get the new info for the fast dl server from Nukem.

squeek.
07-05-2008, 01:35 AM
Mirrored: http://www.ffpickup.com/files/ff_roasted_classic_b1.rar

tml
07-05-2008, 01:54 AM
gator im ur biggest fan
i even got the underground shit that u did with squeek
i gotta room fulla ur posters and ur pictures man
i like that shit u did with hoopajoo too that shit was phat
anyways i hope u get this man hit me back
just to chat truely yours your biggest fan
this is dan

hahah

Gator-
07-05-2008, 04:07 AM
Well the beta test seemed rather smooth. Here's what I plan for the final release:

1) Make a real loading screen to help new
players understand the map better
2) Fix the see through of the skybox in the yard
3) Possibly extend the battlements a bit so it is easier
to build a jump pad
4) Most likely not but I might end
up adding some sounds - not sure tbh

In TFC it was possible to take the flag out through the water. When I was making this I completely forgot about that and added push so you can only go in the tunnel and not out. Do you think I should remove the boosters and allow the offense to take the flag out the water? I'm not too sure about this and my goal is to balance the D and O. I will try to get some pickups on it soon to try to determine how the map actually plays outside a pub. Give me your feedback about it :).

Ricey
07-05-2008, 04:47 AM
looking good, was fun to play on it.

If your gonna have it as classic, have the water way be open as an exit as well.

Also; http://www.given-rights.net/maps/ff_roasted_classic_b1.rar (3rd download)

Iggy
07-05-2008, 03:49 PM
Well the beta test seemed rather smooth. Here's what I plan for the final release:


In TFC it was possible to take the flag out through the water. When I was making this I completely forgot about that and added push so you can only go in the tunnel and not out. Do you think I should remove the boosters and allow the offense to take the flag out the water? I'm not too sure about this and my goal is to balance the D and O. I will try to get some pickups on it soon to try to determine how the map actually plays outside a pub. Give me your feedback about it :).

No need to extend the battlements... just trim that wall a little bit. It'll have to be on both sides of the wall....because the pads bounced out no matter which side you put it on. As for the waterway.... sure, open it up to 2 way traffic. Otherwise, I think it's a great map! Very nice job!!

zE
07-06-2008, 03:13 AM
great map. but looks terrible tbh, texture it : S
dunno whats the trend with classic* map with that type of textures.. the original map with more 8 years looked better

squeek.
07-06-2008, 03:24 AM
Just a matter of taste. I love the look of these _classic maps (hence why I made one).

Legit texturing, to me, would look horrid on a direct port. Absolutely awful.

zE
07-06-2008, 04:04 AM
personally im not to fancy about them, but the thing is that the whole map have the same texture so u kinda loose the notion of space, and cuse the textures dont have decalcs u also loose the notion of speed.
http://skill.no.sapo.pt/roasted.jpg

GeoKill----->
07-06-2008, 04:38 AM
Ummm did you decompile a map again without asking....?

Gator-
07-06-2008, 04:41 AM
Wait - who exactly gave you permission to decompile my map?

GeoKill----->
07-06-2008, 04:43 AM
Its the 2nd time he does this.... lets just hope he doesn't release it
http://fortress-forever.com/forum/showthread.php?t=16161

Gator-
07-06-2008, 04:52 AM
Wow. He's still running that decompiled map in his AS server so I'm assuming he'll distribute my "BETA" map as well.. At least wait till I release a final version you tool. I did not give permission to this child to texture and modify my map. I put way too much time on my work to see shit like this happen. Have some respect and get familiar with some copyrights zE.
My original plans were to release this classic map (which I'm not even finished to begin with) and later release another version of my own remake. I have a couple ideas for my remake and I'll one day release that as well. Once again, I did not give YOU permission to alter my work. Shame on you.

This has got to be a joke - someone please take care of him.

.50bmg
07-06-2008, 05:30 AM
Modifying someone else’s work without their permission is ethically wrong. In most arenas it is also illegal.

Last time your excuse was "The map was released 3 years ago, tryed to search for his contact but it had just his name on the readmefile, so i´ve just put the credits to him for the original map in the readme file, and also the link to the original map in the same place."

Such is obviously not the case here.

This is blatant theft. Definitely not cool...

Ihmhi
07-06-2008, 05:37 AM
I'm going to handle the situation with the parties involved. The thread will be temporarily locked until I figure out what's going on.

Ihmhi
07-06-2008, 06:19 AM
To those of you who know about the whole decompiling issue: there are two options. We let this thread turn into a flamefest, the thread gets deleted, and Gator gets fucked over on feedback for something he's worked hard on. Or, everyone who knows about it shuts the Hell up and lets the conversation about the goddamned map itself continue.

The other mods and I are going to handle things. It's none of anyone's business but the mods and the involved parties. Anyone who brings it up again will get a 1 day vacation from the forums.

No discussing the decompile, no discussing my decisions as a moderator (and THAT part is forum rules). Discuss the map, give Gator good feedback, and let's add one more to the FF maplist.

Anyone who has no idea what I'm talking about: keep it that way.

squeek.
07-06-2008, 06:25 AM
Great map. :)

!nF3D4L
07-06-2008, 05:13 PM
sexy map

BlisTer
07-06-2008, 09:56 PM
just had a pickup on it, it's fun, thx for making.

I see some familiar mapping elements ;)

Nezumi
07-06-2008, 11:04 PM
Texturing aside, the kool-aid water is a little hard to look at. That's my only complaint (that no one else has brought up).

Green Mushy
07-07-2008, 02:42 AM
Great job. I sortof dont like the weird depth perception issues the repeated bland wall and floor textures do to me, but the map works. I liked the fish in the tank in the flagroom, but i dont like how they are wagging their tails, and not moving. Could you parent them to a rotating entity, and say, put them at different heights, so they look like they are circling the tank. I also didnt like the laser cutting through the ceiling on the cap point. Cant you just bust a hole through the ceiling? I think that would look much better. I love the crystals in the yard.

bokko
07-07-2008, 05:56 PM
Did you speak to the original author, bobo? He was making an updated version/sequel ages ago, he even had a few screenshots of the yard on another forum. Since then he has disappeared. I Don't like how you made the respawn lasers into doors and the grate in the rr into solid.

Gator-
07-07-2008, 06:21 PM
I did contact him. I also gave him credit in the .txt

The doors are staying.
I had to remove the grate because of how I did the classic style. The light at the bottom makes a hole up top.

@ Greenmushy:

Yea I thought about making the fishes look more realistic. I simply didn't want to mess with them for the first release. I think I got them swimming nicely now; I will be adding some custom fishy sounds as well.
I guess you didn't notice that there's actually a hole up top where the laser is going through. Watch closely, you'll see it.

DarkieJ
07-07-2008, 06:37 PM
what i dont understand :lol:

FF has a great graphic look, And mappers are making low graphic maps why is that? high quality maps are alot nicer in my opinion

Gator-
07-07-2008, 06:42 PM
You're missing the whole point as to why squeek and later I decided to do these classic maps. No one else is going to release them any time soon unless we take the time and do a quick polished version of them. Not only are we able to offer yet another map for our lovely community but we also take very little time in finishing them. It took me about 10 hours or so until I was satisfied with what I had. Making a classic map look great and its style is really a personal preference. Both of us know how to make things look great (look at how amazing and sexy squeek's version of pitfall is and my own version of evenflow) so you can tell that we don't lack the skill to make maps look good.

The reason is time. Our target audience for these classic maps are not for pubbers (although they seem to love them...) but rather for the pickup community and especially the UGC league. Play the map or don't play the map, it's your choice.

DarkieJ
07-07-2008, 06:51 PM
i love to play clanstyle or war in maps but a graphic design would be really cool. But now i understand why.
If i can map meaby i could help you guys but i can't :)

Gator-
07-07-2008, 06:53 PM
Consider the capture point, the fishes, the sexy water, the crystals, and the flag logos your graphic design ;)

DarkieJ
07-07-2008, 06:57 PM
:shock: haha oke it is nice.. really good! You did a great job rlly.

I only ment more real graphic but i understand why it is.

Gator-
07-07-2008, 09:12 PM
The changelog has been posted in my first post. I should be able to release the final version either today or early tomorrow

Gator-
07-08-2008, 10:34 PM
Final version released!
http://fortress-forever.com/forum/showthread.php?t=16390
enjoy :)

those of you who mirrored beta 1, make sure you update and edit your post + link

squeek.
07-08-2008, 10:40 PM
Great job.

PartialSchism
07-08-2008, 10:52 PM
w00t! gr8 map, and not just the water is sexay.. the fishes are too :)

Bully
07-08-2008, 11:22 PM
Ichthyosaur's + old school maps = :)

Souless
07-08-2008, 11:49 PM
great map gator very well done :)

Gator-
07-09-2008, 01:29 AM
Well I did some testing with killu on the final release ( hate releasing final versions). If people didn't connect during the prematch and do it after (aka pubbers connecting while the round has already started), they won't hear the sound until the map is restart or ff_restartround is inputed. Boy, this sucks.

My solution: Too bad. Oh well. Move on. Next map. Okay.