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-   -   (Beta) ff_oppose_b1 (https://forums.fortress-forever.com/showthread.php?t=21796)

CHURCHMOUTH 05-11-2010 09:50 PM

ff_oppose_b1
 
B2 ready for download fixed bad spawns n @

Download:ff_oppose_b2

http://crystalcity.hl2sm.com/screens...ose_b10000.jpg
http://crystalcity.hl2sm.com/screens...ose_b10001.jpg
http://crystalcity.hl2sm.com/screens...ose_b10002.jpg
http://crystalcity.hl2sm.com/screens...ose_b10003.jpg
http://crystalcity.hl2sm.com/screens...ose_b10004.jpg
http://crystalcity.hl2sm.com/screens...ose_b10005.jpg

zE 05-11-2010 10:44 PM

pretty good map, thks for making it D:

moosh 05-12-2010 09:01 AM

Sweet. :)

thiz 05-14-2010 04:03 PM

looks nice, great to see some new maps!

Doughnut-4|4- 05-18-2010 04:51 AM

I like your maps a lot Churchmouth, and this is no exception.
I'd like to make some suggestions.
Ignore them if you like.
The maps already awesome.

1) Make the cave darker
2) Put more detail in small areas - specifically, long hall and above the flagroom
3) Grenades shouldn't explode in the spawns
4) Lights in yard might look better if wall mounted above
5) The yard might look better with more sky and less mountain
6) Teleporters are one way but going the wrong way... should be for offense.

Alternatively, you might consider making the upper spawn only a resupply room... similar to 2fort.



Thanks again for bringing back a classic.

EquilibriuM 05-18-2010 03:09 PM

Looks rly nice man, this was one of my favorite clan match maps ever.

CHURCHMOUTH 05-18-2010 07:17 PM

thanks for the comments fellas, doughnut you are right about the spawn teleporter and i have fixed that for my b2 release which is ready for a compile just havent had the time to do it yet could u elaborate on what kind of detail u would like to see in the long hall and flagroom, if u do that theres a good chance i might take you up on it brotha thanks again

exyooooooo

Doughnut-4|4- 05-19-2010 01:48 AM

I liked the long hall pulsing electro tube thing...
but thought more faces/polys would make it seem more curved and tube like...
I'd consider adding an oscillation sound to that hall and/or a slight colored light chain along that wall/ceiling (with lights either pulsing or moving down the hall)



The upper flagroom entry always seemed odd to me even in the original but important for a balanced gameplay. Is it a ventilation shaft? Is it a storage attic? Is it an architectural flaw by the Blue Team to allow weakness in their base from Red Team Attacks? I digress...

...I was thinking more space between the ceiling cage and the glass might improve the feeling or get rid of the glass windowing... maybe adding a ventilation fan to make it appear as such. Perhaps panels along the wall would improve the look. (I'm thinking Jefferies Tubes from Star Trek Next Generation style). Adding a metal floor (would also make an interesting sound effect for defense below to hear incoming). Or maybe just bring the light level down to nothing.


I'm not sure what to suggest but those were some ideas.
Love the map. Looking forward to next release.


P.S. Did i mention it's really hard to exit the water way as a slower class?


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