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squeek.
05-05-2007, 10:24 PM
THIS MAP HAS BEEN RELEASED! See: [Release] FF_Pitfall (http://www.fortress-forever.com/forum/showthread.php?t=13500)

Update overview: Unveiling of the base exterior; beta release soon

Update 12/14/2007:
Okay, time for a legitimate update. I plan to have this map ready for playtesting by Sunday. That is, if I can get everything done in time. I plan on working on this map a whole lot in the next couple of days. I have completed the layout of the inside of the base and am quite happy with the result. The exterior is still viable for tweaking, and the mid-map is most likely going to see some changes. I need to add in a 3d skybox, and merge the two bases together. But, I have something for you (see below).

The most obvious change is that of the side entraces. Originally ladders, they are now push entities. Instead of having to climb around the front of the base to jump through the window, there is a path directly to the inside of the base. Jumping from the window to the raised mid-map platform is only possible by a scout without taking damage (certain classes can land on the pipes and jump up to the platform). Other than that, everything will be changed as necessary through playtesting.

Blue Base Exterior

http://www.502development.com/temp/ff_pitfall/ff_pitfall_blue_base_exterior-01_528.jpg
(http://www.502development.com/temp/ff_pitfall/ff_pitfall_blue_base_exterior-01.jpg)

Middle-Level looking towards the Cap

http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_mid-01_528.jpg
(http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_mid-01.jpg)

Bottom-level/Pit from Middle-level

http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_pit_from_mid-01_528.jpg
(http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_pit_from_mid-01.jpg)

Top Spawn/Battlements

http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_top_spawn-01_528.jpg
(http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_top_spawn-01.jpg)

Bottom-level/Pit

http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_pit-01_528.jpg
(http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_pit-01.jpg)

Flag Room

http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_fr-01_528.jpg
(http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_fr-01.jpg)

Original TFC Map by Drakir:
Yard from Red Battlements (http://alenet.mine.nu/maplair/maps_images/pitfall0000.jpg) | Bottom-level Pit (http://alenet.mine.nu/maplair/maps_images/pitfall0001.jpg)

Past Updates
--------------------------------------------------------------------------
5/5/2007: Thread started, map unveiled
Images: Flagroom (http://www.502development.com/temp/ff_pitfall/ff_pitfall_flagroom-01.jpg) | Bottom-level Pit (http://www.502development.com/temp/ff_pitfall/ff_pitfall_pit-01.jpg) | Side Ramp (http://www.502development.com/temp/ff_pitfall/ff_pitfall_sideramp-01.jpg)
--------------------------------------------------------------------------
5/11/2007: New 'dug-out' theme unveiled, original TFC map images added
Images: Flagroom (http://www.502development.com/temp/ff_pitfall/ff_pitfall-revision_flagroom-01.jpg) | Pit (http://www.502development.com/temp/ff_pitfall/ff_pitfall-revision_pit-01.jpg) | Pit from Mid #1 (http://www.502development.com/temp/ff_pitfall/ff_pitfall-revision_pitfrommid-01.jpg)
--------------------------------------------------------------------------
5/12/2007: Small texture change
--------------------------------------------------------------------------
5/14/2007: Flagroom Platform and Ramp planks changed, new rock texture
Images: Pit from Mid #2 (http://www.502development.com/temp/ff_pitfall/ff_pitfall-revision_pitfrommid-02.jpg)
--------------------------------------------------------------------------
5/30/2007: Flagroom changed up a bit, new blended rock texture, FR ramp and platform reverted
Images: Pit from Mid (http://www.502development.com/temp/ff_pitfall/ff_pitfall-pitfrommid-01.jpg) | Pit (http://www.502development.com/temp/ff_pitfall/ff_pitfall_pit-02.jpg) | Flagroom (http://www.502development.com/temp/ff_pitfall/ff_pitfall_flagroom-02.jpg)
--------------------------------------------------------------------------
6/2/2007: Big update. Top-level added. Sunlight added.
Images: See above
--------------------------------------------------------------------------
8/17/2007: A clean slate.
--------------------------------------------------------------------------

Beetle
05-05-2007, 11:00 PM
looks good, the ramp in the fr seems kinda steep but it might be the angle

Circuitous
05-06-2007, 12:23 AM
Yeah looks pretty steep. Will be good for double-jumping though.

It's pretty dark, too.

mistermojo
05-06-2007, 12:38 AM
hell yeah it's one of my favorite maps.

some suggestions for the map overall:

- add a portal to the bottom spawn to go to top spawn, or to the top, the elevator sucked
- maybe curved walls for the side ramps? i dont know how it works in ff with concs but it would be cool to conc there and slide around the corner like surfing in Source
- it would be cool if the theme was a dug out area, you could have the walls from mid level to bottom be rocky, it would fit with the hole from mid to bottom idea. then have it sort of change halfway up to be the industrial theme you have right now.

-=bingo-bango=-
05-06-2007, 12:48 AM
looks really good

squeek.
05-06-2007, 01:08 AM
I had planned on removing the elevator without a doubt; teleporter is an obvious choice but I might try something else--we'll see

Not sure how curved walls on the low-high connector ramps would affect defense, but it sounds good for offense. Might try it

As for the ramp, it has the same start and end points as the original, but it is slightly curved at each end making the middle bit a tiny bit steeper than the original ramp. It shouldn't be a problem

And finally, I really like the dug-out theme idea. Probably will go with this, which will mean quite a reworking of almost everything I've done so far. This might take quite a while, so don't expect frequent updates for a little bit (a long bit).

Edit: This is the look I've decided to go for:
the Jasujeong cave in South Korea (http://www.ulsancitytour.com/course/images/U0010009-3.jpg)
Another shot (http://i45.photobucket.com/albums/f70/janekeeler/cave11.jpg)

luminous
05-06-2007, 01:28 AM
the curved walls/surfing thing sounds really cool

screenshots look great too.

dug out theme - maybe make it like "they" are looking for something? and that thing is the flag? thats if i understood it correctly

Drakir
05-06-2007, 03:43 PM
Looks like a great start mate! Great to see another of my old projects come to life in FF. Ill keep following the process of the making.

own3r
05-06-2007, 03:53 PM
Very good it has a unique style, maybe increase the colour variation and ambient lighting a tad. I have not played the original can we have a before and after image of what the flag room looks like at a wider angle? :)

Player
05-06-2007, 04:59 PM
This map looks really nice, and can you promise me one thing before you continue? Do not add tonnes of curves; stick with your current, angular, sharp-edged design--please! : )

The texturing is nice and so is the lighting; it makes it look like a real Team Fortress map : )

own3r
05-06-2007, 05:52 PM
If you want any ideas for detail here are a few:

Having some inaccessible areas is always good, Add after all the major work is done else you may have to redo them etc.
You could have a break in the wall from which you can see a cave with some sort of mineshaft or passage (dustbowl is a mining settlement so props may work for you from that) with some uplighting catching the contours of the rock it would look amazing. This area could be fenced off my something so as not to interfere but would look cool.

Areas under the floor are available for putting detail in in most areas I would imagine so you could add similar detail there or you could have a room underneath a floor with a shaft which vanishes into the back below.

Beetle
05-06-2007, 06:09 PM
ive always wanted to see a few well-known maps "linked" together with inaccesible areas - no one ever does it.

own3r
05-06-2007, 06:15 PM
Crazy idea: map which has a mixture of elements from deck 16 from UT and shutdown2 from TFC it could work, it would just take the good elements from both. Redeemer might be a bit tricky though :lol:

Drakir
05-06-2007, 07:24 PM
The idea when i made this map for TFC was to make a version of Crossover2, but not have the chokepoint of the bridge. My clan had Crossover2 as a favourite map back in the days. I always loved the doublerocketjump you had to make to get out of the basement in Crossover2. So i designed the lower areas for good RJ´s and also just enough hight to conc out of the basement.

I actually never saw this map in any major league back then. The only map i actually got to play that i made was Torch2.

Original Pitfall images:
Shot 1 (http://alenet.mine.nu/maplair/maps_images/pitfall0000.jpg)

Shot 2 (http://alenet.mine.nu/maplair/maps_images/pitfall0001.jpg)

Pixel
05-06-2007, 11:32 PM
I always loved the doublerocketjump you had to make to get out of the basement in Crossover2.
You can do it in single rocket jump if you do it just right.

SmellyCat
05-08-2007, 08:44 PM
Love the flag sign thingy and those pics look are looking sweet - good luck with the rest of the map!

IvaQuaL
05-09-2007, 08:49 PM
haha.. for some reason the ambience reminds me so strongly of the marathon's interior in the first game (if you ever played the marathon games you'll know exactly what i'm talking about)

good job

Nezumi
05-11-2007, 04:23 AM
Oh! I've played this map. It was kinda cool. I liked the ladders on the front of the building for being sneaky.

Are you going to do anything different with the midmap? It seemed kinda arbitrary to me in the original (although it was fun).

squeek.
05-12-2007, 08:41 PM
Updated first post with the new theme of the map.

Quick link to one of the new previews:
Bottom-level Pit from Middle-Level (http://www.502development.com/temp/ff_pitfall/ff_pitfall-revision_pitfrommid-01.jpg)

-=bingo-bango=-
05-12-2007, 11:04 PM
I kind of like it :-P

Pixel
05-13-2007, 03:58 AM
Thats awesome

mistermojo
05-13-2007, 04:38 AM
yeah I really like it, makes it stand out from all the other maps plus it just looks cool

PsYcNeT
05-13-2007, 05:05 AM
Like the new theme, needs more detailing so the rocky faces don't seem too stark.

Lights, electrical wiring/conduits, maybe an inset runner in the teams colors, etc. etc.

BumGravy
05-13-2007, 07:22 AM
Wow looking brilliant, love the new theme! I think the lighting needs a little more work, need more shadows in the underground bit, and the rock textures don't look as good as they should - are they cubemapped and is bumpmapping and specmapping turned on? Throw in some glow sprites too, and maybe have a bit of colour on the lights or change a cuple to be team coloured lights.

Its good to see another map with some serious progress going down, cant wait to see more pics of this!

own3r
05-13-2007, 08:34 AM
Very nice indeed I have some ideas to progress this theme :)
Have the flag area on a mineshaft with some sort of grating on it perhaps or even planks have some sort of uplighting in this shaft (golden/orange yellow colour like that from a candle would be a good colour you could even make volumentric lights coming up from it which you can colour the same colour as the lighting.

Some uplighting on the rocks will highlight the detail on them

Perhaps have a inaccessible areas either side of the FR where a smallish railroad passes through with minecarts laden with stone/gold/ore. The railroad could disappear into these caves and vanish into the black beyond the lighting near their entrances.

edit

for the ramp maybe you could construct it from individual planks like you have done for the platform. Add some slight variation in the planks on either side of the FR they look almost mirrored.

luminous
05-13-2007, 11:35 AM
fuckin awesome.

the rock textures do look a bit "flat" though, like bumgravy said

cant wait to have a run around this map.

BlisTer
05-13-2007, 08:37 PM
nice trimming so far. keep it up.

shock
05-13-2007, 08:46 PM
Nice work so far

How about you make the red base look like your recent pics,
and the blue base like your older ones.

IvaQuaL
05-14-2007, 02:07 AM
Nice work so far

How about you make the red base look like your recent pics,
and the blue base like your older ones.
this

Pixel
05-14-2007, 05:17 AM
Nice work so far

How about you make the red base look like your recent pics,
and the blue base like your older ones.

Why?

shock
05-14-2007, 09:23 AM
Contrast, no need to be minimalistic and it may even be easier to remember
for newbs.
Aside from that if you look at those tf2 maps you see that even for valve that was the next logical step.

ed:also he has both already and they look good,would be a waste.

kam
05-14-2007, 10:37 AM
asymmetrical bases = sux

IvaQuaL
05-14-2007, 05:47 PM
the assimetry would be just for the textures, it would be awesome in my opinion

Beetle
05-14-2007, 05:49 PM
Contrast, no need to be minimalistic and it may even be easier to remember
for newbs.
Aside from that if you look at those tf2 maps you see that even for valve that was the next logical step.

ed:also he has both already and they look good,would be a waste.
I would think it would be more confusing for the newbs. Though, I don't really support the "layout is confusing" argument one way or another really. At some point it has to become clear as far as layouts go, for any map, and if it doesn't the people that never catch on should be called something worse than newbs.

squeek.
05-15-2007, 05:13 AM
Changed up the plank formation of the ramp and platform as own3r suggested, as well as changed up the rock texture. Original post updated.

Quick Link to new Screenshot
Lower-level Pit from Middle-Level (http://www.502development.com/temp/ff_pitfall/ff_pitfall-revision_pitfrommid-02.jpg)

Probably won't go with the two different themes for the two bases, because the current 'dug-out' architecture wouldn't make sense for the industrial theme, and then would make the bases asymmetrical. I have some ideas for the flagroom as well and plan to implement them soon.

Pixel
05-15-2007, 06:17 AM
I liked the old ramp

own3r
05-15-2007, 06:28 AM
Thats not quite what I had in mind I was thinking about having planks going along the ramp with gaps between these planks. In a similar style on the sides before I liked the less ordered plank arrangement it really added.

ShortCircuit
05-15-2007, 07:05 AM
Old plank looked better

`badger`
05-15-2007, 01:16 PM
yeah preffered the previous fr ramp, this one lacks something, and i can't quite point out what it is

Player
05-15-2007, 02:55 PM
Yah, the old plank and platform is better.

Although the direction you have taken in terms of theme is not what I would have done, it does look good and with one texture change (the rock), it could look really nice.

Drakir
05-24-2007, 06:44 AM
Nice touch with the rocks and planks! I agree that the first planks looked better.

For the middle part of the map, when i made the original. I just placed something there. It really didnt matter what it was as everyone was just concing over it anyway. For classes that couldnt conc i made the water as some sort of protection as its harder for snipers to see players under the watersurface.

So it was all designed from a match perspective really. Every area has its purpouse from a tactics point.

Circuitous
05-24-2007, 07:08 AM
For classes that couldnt conc i made the water as some sort of protection as its harder for snipers to see players under the watersurface.

This doesn't work so well anymore.

barronofhellion
05-24-2007, 04:06 PM
it doesnt really look like it , but for some reason the flag directory reminds me of a vending machine... nice work also

squeek.
05-30-2007, 04:45 AM
Quick update:

No new screens, but some will be coming soon (once I am happy with the lower pit). I have been frustrated as of late while working on this map due to bump mapping of blended textures and light emitting textures, but I have finally figured everything out (for some reason Steam must be restarted to see the updated version of a blended texture in-game) and am ready to continue full-steam ahead with the map.

I have reverted the FR ramp and platform back to the 'disordered' look, and am now working to get rock and dirt textures that I am happy with. Also, I am experimenting with different lighting and team-color integration in the bottom pit. Any suggestions are always helpful.

squeek.
06-02-2007, 09:25 AM
Updated first post; new screens, many new areas started

Quick link to one of the new previews:
Middle-Level looking towards the Cap (http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_mid-01.jpg)

own3r
06-02-2007, 12:42 PM
Nice style you've got there, you could break with tradition with the roof though. Something like tall shaft extending into the sky or something, anything to avoid the bars across the hole in the ceiling.

nodnarb
06-02-2007, 04:09 PM
Looking good. The only thing I don't like is the ramp.

luminous
06-02-2007, 08:25 PM
looks cool, but the lighting seems to be a little bit patchy, doesnt quite sit right to me :\

Gator-
06-02-2007, 09:59 PM
IT looks....like ....the map is running on the HL engine :L...

-=bingo-bango=-
06-02-2007, 10:07 PM
nice, looks good.

The lighting is sort of funky, i just cant place what it is tho :confused:

nodnarb
06-02-2007, 11:01 PM
IT looks....like ....the map is running on the HL engine :L...

Try to be more constructive, eh?

Like Mr. Tiger said, add some curves. In the "quick link" pic maybe add come curved corners at the beginning of the corridor up top. Just little stuff like that.

Other wise, looks good.

squeek.
06-02-2007, 11:02 PM
IT looks....like ....the map is running on the HL engine :L...

That seems a bit harsh. A little more detail into what you mean would be appreciated (why it looks that way to you, and what you think needs to be changed). I'll try adding some picture-in-picture screenshots of the original TFC pitfall so you can make an informed decision.

EDIT:

By the way, I am not too big a fan of the HL2 'if it can be curved, it must be curved' mentality.

TFC (HL1) Middle-level Looking towards Cap
http://www.502development.com/temp/ff_pitfall/tfc_pitfall_mid-01_528.jpg (http://www.502development.com/temp/ff_pitfall/tfc_pitfall_mid-01.jpg)

FF (HL2) Middle-level Looking towards Cap
http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_mid-01_528.jpg (http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_mid-01.jpg)

TFC Bottom-level/Pit (http://www.502development.com/temp/ff_pitfall/tfc_pitfall_pit-01.jpg) | FF Bottom-level/Pit (http://www.502development.com/temp/ff_pitfall/ff_pitfall_06-02_pit-01.jpg)

Bean
06-03-2007, 04:41 AM
I think it looks fantastic. About the lighting, the patchiness mentioned above is probably from having so many different sources of light around the ceilings. Maybe reduce the number of these and increase the overall level of light? Or change it from the current strobes to a different type. Personally, I would try to do the constant neon glow (but stick with white light) thing around the edges that blister does in his map. As an aside, I know nothing about mapping and am just commenting from a non-technical standpoint.

Donny
06-03-2007, 05:49 AM
I love it! I think the lights are just the way it should giving the map awsome feel. Brushwork is also better than good. :)
Dont worry about SirTiger's comment, he has been smoking more than he can handle obviously. :rolleyes: :lol:

One thing tho, I dislike the light models you used there on your last image inside the pillars. Always when I see that model I remember my zombie maps in some trashy apartment. Something that I dont expect seeing in 'futuristic' base. This might just be me though. :)

squeek.
06-03-2007, 06:13 AM
One thing tho, I dislike the light models you used there on your last image inside the pillars. Always when I see that model I remember my zombie maps in some trashy apartment. Something that I dont expect seeing in 'futuristic' base. This might just be me though. :)

The light model in the flagroom will most likely be changing. I just need to think of some way to integrate a better-looking light fixture with the metal-grating.

own3r
06-03-2007, 09:07 AM
The pit looks very nice indeed I really like how the lighting casts on the rocks job well done. Some randomised wood work on that plank/ramp?

BumGravy
06-03-2007, 10:40 AM
Have you turned up the lightmap scales on the textures ? This will make the individual light sources look more defined and improve the shadows.

But yeah Im liking this map so far, ignore the negative crits cos it's looking well good.

own3r
06-03-2007, 11:07 AM
ignore the negative crits cos it's looking well good.
Criticism makes things better whether you like it or not.

Player
06-03-2007, 12:18 PM
Useful criticism makes things better, not completely incorrect, needless criticisms. "MoORrE CurVEVS" and "Looks like HL1" are not useful, considering nodnarb thinks every map needs curves.

`badger`
06-03-2007, 03:30 PM
Map looks super, let's see a screenshot of outside the base!

Player
06-03-2007, 06:08 PM
Also, the map does look like a solid, decent map; well done!

squeek.
06-03-2007, 07:47 PM
Map looks super, let's see a screenshot of outside the base!

The yard hasn't even been started. Sorry. Need to complete a bunch in the base before moving outside.

squeek.
06-04-2007, 05:39 AM
Quick Update:

I am getting a thoracoscopy (http://en.wikipedia.org/wiki/Thoracoscopy) tomorrow (Monday) so I will be in the hospital for a couple days.

barronofhellion
06-04-2007, 04:17 PM
good luck on your,, uhm .theropsy... teropscopy....theropopy....err get well soon

Drakir
06-04-2007, 05:00 PM
Great job mate! Good fun following the development of the map, nice to see that you are updating the thread often with new images of the progress! Good luck with the surgery...

Circuitous
06-05-2007, 12:36 AM
Quick Update:

I am getting a thoracoscopy (http://en.wikipedia.org/wiki/Thoracoscopy) tomorrow (Monday) so I will be in the hospital for a couple days.

Hey, good luck on that.

Count
06-05-2007, 04:01 PM
Can't wait! I love pitfall.

squeek.
06-06-2007, 10:55 PM
Okay, I am back from the hospital. Thank you for all the well-wishing. It was not a very pleasant experience.

It is not very easy to move my right arm too much right now because of three large holes in my armpit area so I probably won't get much more completed in terms of mapping for at least a couple more days.

-=bingo-bango=-
06-07-2007, 03:55 AM
take ur time :lol:

luminous
06-07-2007, 10:27 AM
Okay, I am back from the hospital. Thank you for all the well-wishing. It was not a very pleasant experience.

It is not very easy to move my right arm too much right now because of three large holes in my armpit area so I probably won't get much more completed in terms of mapping for at least a couple more days.

rest ur arm properly dude, no point rushin these things, theres plenty of time

`badger`
07-25-2007, 03:24 PM
*bump* update?

squeek.
07-25-2007, 06:16 PM
Sorry guys, I should have posted an update a while ago. Okay, so heres the deal:

This is the first map I've ever made for the source engine. It is the first real map I've ever created and taken seriously. So, when I started I didn't realize (like Donny) that optimization was so key. After trying to compile with vis on, I realized that I couldn't wait ... longer than I waited (6 hours-ish) for a quite small part of the map. After I healed from my surgery I went back to work on it, this time starting from scratch. Now it is a very short compile even with vis on and I am very happy with it. About 2 weeks ago I bought a new hard drive and reformatted my old one. I saved the map files, but as of right now I still need to configure the Source SDK and Hammer. I want to work on it more, but other things keep getting in the way. Hopefully I can get working on it again soon. (Still need to install HL2DM)

So that's that. I promise to finish this map, but I don't know when that will be at this point.

If anyone has any ideas for the yard/base exterior I'd be glad to hear them. Or any improvements on what I have so far. The spiral ramp from bottom-level to top-level is proving to be quite difficult to get to look good.

Beetle
07-25-2007, 06:38 PM
Good luck. Show us progress! remake it like you had it :P

squeek.
08-18-2007, 06:19 AM
Update 8/17/2007:

I've hit a bit of a snag regarding the base exterior. Suggestions would be appreciated.

See first post for full update (no new screenshots added).

punkrockrocks
08-18-2007, 09:16 AM
well, the interior is simply awesome. good luck with the outside.

Pigeons
08-20-2007, 12:06 PM
How did you go from 6 hours to 5 minutes of compile time? What exactly did you optimize and alter?

Thomas
08-20-2007, 02:41 PM
Good to hear you're working on it again. I have a suggestion not for any actual architecture, but for aesthetics. I am just advising you to take advantage of the source engine with the yard. In TFC the yard is very unrealistic, not in the actual geometry, but in that the two bases are encapsulated in a box. A perfect example is 2fort. The walls on either side of the yard just extend up a few feet and then hit an invisible wall. Even in the pitfall screenshot you provided, it suffers in the same way. Now look at Defrag's shutdown2 and its very different. It no longer seems to be a floating box in the middle of nowhere. Also, 3d skyboxes ftw.

BumGravy
08-20-2007, 04:19 PM
Yeah you should just go nuts for the outside, dont worry about keeping it true to the original cos it looks like a terrible yard.

squeek.
08-20-2007, 09:55 PM
How did you go from 6 hours to 5 minutes of compile time? What exactly did you optimize and alter?
Um. I started over basically. Redid the entire map from scratch, apart from the displacement maps. Actually started using the nodraw texture. Put in func_details like theres no tomorrow. Took the map out of a huge ridiculous box. I didn't really 'optimize the map.' More of 'learned how to map for the engine' and then applied it to a clean slate. My old version compiled in about 5 minutes without vvis on. But with it, it took an indefinite amount of time. I just stopped it after about 6 hours.

As for the base exterior... It's probably going to take a while to get something I like. So far, no good.

mistermojo
08-21-2007, 04:22 PM
here's an idea: make the entire middle except bridge just some crazy dugout rock design, with ramps built in for concing

also make bridge connect to ground and no stairs, i hate those. you could make it a really rickety looking bridge so it would look like something that was done quick to walk across the place

`badger`
08-21-2007, 04:51 PM
i suggested a cave midmap also, but he didnt like it =[

squeek.
08-21-2007, 08:33 PM
here's an idea: make the entire middle except bridge just some crazy dugout rock design, with ramps built in for concing

also make bridge connect to ground and no stairs, i hate those. you could make it a really rickety looking bridge so it would look like something that was done quick to walk across the place
Yeah, as badger said, I don't like the idea of a cave/dug-out mid-map. This is mostly because I want to keep the 'pit' the only real 'pit' in the map. I like the idea of the pit just being a hole in the ground, while everything else is at ground level.

Also, as much as I dislike the raised bridge, I think it would be balance-breaking to take it away. Heavy offense would be able to cross the mid-map in a very short amount of time (increasing spam), and concing classes wouldn't be forced to conc over the mid-map anymore (saving a conc). It would be ambitious to remove the raised bridge, but I think it would make the map lose it's greatness.

New screenshots soon. I've almost finished the bottom-to-top side ramps.

Teh Hwoling Manz
08-22-2007, 03:24 PM
lazers =(

Coronius
08-22-2007, 06:18 PM
go make ff_lazers

Teh Hwoling Manz
08-22-2007, 07:20 PM
k

IvaQuaL
09-20-2007, 11:38 AM
RELEASE

squeek.
09-20-2007, 09:51 PM
RELEASE
Far from it, actually. Still working on it though.

But, since we're on the topic:
I've ran through the map (the part that is done) as a scout and realized that there may be some balance issues with the new 'reverse trimping' or whatever you want to call it (gaining speed jumping down a slope). The ramps going from the top level to the bottom-level pit can make you gain incredible speeds, then a double jump off the flagroom ramp gets you into the flagroom in a heartbeat.

Not sure if this will be a problem or not. It'll make for some great plays, that's for sure. SG in the flagroom might solve the problem, but we'll have to wait and see.

Still having trouble thinking of a concept for the exterior of the base. Hopefully I'll get something soon. I think I'll start on the yard and see if I get any inspiration.

StatisticZ
12-09-2007, 03:05 AM
Bump!

squeek.
12-09-2007, 03:10 AM
If all goes well, Pitfall will be ready for playtesting within the week. I have finally gotten the midmap/bases to look at least somewhat decent.

EDIT: Screenshots coming soon (but probably not today)

StatisticZ
12-09-2007, 04:55 AM
[11:12 pm] <+StatisticZ> I bumped your threadz for e-proz
[11:12 pm] <+StatisticZ> e-propz*
[11:12 pm] * @[MoC]Gogeta`eS (~kapri0gog@cpe-76-87-209-8.socal.res.rr.com) Quit (Ping timeout)
[11:12 pm] <+squeek> thanks bro I need the e-propz

Adamido
12-09-2007, 11:30 AM
This looks awesome, I'm waiting for release!

squeek.
12-14-2007, 12:30 AM
Um, so I'm a little bit embarrassed to have forgotten this, but:

Is the small resupply (including the grenade pack) on the raised platform on the middle level of the bottom-to-top-level sideramp passage available to all teams, or is it specific to one team?

Other than that, I am hoping to have this making the playtesting rounds by this Sunday.

I've made some pretty drastic changes (that will remain a surprise until beta release), and am curious to see how they pan out in clanstyle play.

Dr.Satan
12-14-2007, 01:04 AM
you mean the platform that's like just after the top ramp and leads left or right around and down to flag? (hope that makes since lol)

If that's what your talking about it was available to all players...one armor, one backpack and a nade bag...all available to all.

squeek.
12-14-2007, 02:16 AM
you mean the platform that's like just after the top ramp and leads left or right around and down to flag? (hope that makes since lol)

If that's what your talking about it was available to all players...one armor, one backpack and a nade bag...all available to all.
That is what I thought. I have the specs on the bags, I just wasn't sure if they were originally available to everyone or not. I don't have TFC installed currently, so I can't check for myself.

Thanks for your help.

squeek.
12-14-2007, 07:27 AM
Updated first post; exterior of the base revealed

Quick link to the new preview:
Blue Base Exterior (http://www.502development.com/temp/ff_pitfall/ff_pitfall_blue_base_exterior-01.jpg)

GeoKill----->
12-14-2007, 07:41 AM
That Looks good

Dr.Satan
12-14-2007, 03:08 PM
That Looks good

Dr.Satan
12-16-2007, 09:01 PM
I love the exterior man...that is sweet and the FR looks awesome. The wood is just perfect for this map! Can't wait to test it out...hope you get a beta out soon!