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-   -   (Beta) ff_2fat (https://forums.fortress-forever.com/showthread.php?t=25161)

Fat-Suzy 06-21-2015 05:07 AM

ff_2fat
 
Hi guys,
I made a map... this is still very much a work in progress, but im happy enough with it to release for beta testing.

Security controls lasers & drawbridge.

Please let me know what you guys think needs to be bigger / smaller / longer / shorter etc... I do plan on changing the following already:

Add ramps to cap point.
New flag and cap point models.
Add ladder to battlements on ramp-room side.
Redesign midmap (maybe add a center island).
Retexture everything
Add signs

Some Pics:
http://suzysworld.site.nfoservers.co...-21_00001s.jpg
http://suzysworld.site.nfoservers.co...-21_00002s.jpg
http://suzysworld.site.nfoservers.co...-21_00003s.jpg

Download:
http://suzysworld.site.nfoservers.co...at_b12.bsp.bz2
http://suzysworld.site.nfoservers.co...at_b12.lua.bz2

Feedback please? =)
-Suzy

FDA_Approved 06-21-2015 08:45 AM

Lighting makes a pretty insane visual improvement to any map, as I'm sure you know. But it also goes a long way in helping a player judge depths and distances, corners and angles and such, so even some basic lighting would be useful for play testing. It's also a little easier on the eyes, I think playing on full bright maps for too long can put a strain on them.

Edit: I never could get homie to light any of his dumb maps, which is a shame because they really probably would look quite nice.

Ricey 06-22-2015 11:51 PM

As FDA said, lighting is extremely important piece of the map.

http://www.tophattwaffle.com/lightin...cks-and-hints/

Fat-Suzy 06-26-2015 02:01 PM

Okay made a few adjustments so i thought i'd update you guys.
Completely new midmap design, carved new ramps for sec and ramp room, added a ladder to battlements and changed a bunch of textures.

I also added some basic lighting which i am yet to position and color properly... there will also be models added for light sources (im still learning all this mapping stuff).

Also added cubemaps everywhere.

Some Screens:

http://suzysworld.site.nfoservers.co...at_b60001s.jpg
http://suzysworld.site.nfoservers.co...at_b60004s.jpg
http://suzysworld.site.nfoservers.co...at_b60007s.jpg

One thing i would like to know... is it possible to disable detpack placement in certain areas, akin to the nobuild resctricted areas enforced upon engineers? After a few playtests i realised my entire flagroom is vulnerable to offense detpacks.

Fat-Suzy 06-28-2015 02:45 AM

Updated to b12, a few minor tweaks, new doors added some signs, areaportals and a couple of hint/skips.

Dexter 06-30-2015 08:43 AM

Quote:

Originally Posted by Fat-Suzy (Post 509206)
One thing i would like to know... is it possible to disable detpack placement in certain areas, akin to the nobuild resctricted areas enforced upon engineers? After a few playtests i realised my entire flagroom is vulnerable to offense detpacks.

I think, not 100% sure tho, that if you do a trigger_ff_clip set to block_buildables that will include detpacks

http://www.fortress-forever.com/wiki...rigger_ff_clip

edit: or, block_buildableweapons

Dexter 06-30-2015 08:46 AM

oh wait, I think that wouldnt do what you want, would force det to clip in the upper area and look stupid probably

Dexter 06-30-2015 08:51 AM

well, I checked and nobuild doesnt check for detpacks which surprised me

Jay Mofo Mills 10-27-2015 05:40 AM

Dont carve
 
Not sure if when you said you were carving you meant that you were using hammers carve feature. If so that is a bad idea. Interlopers has a ton of great mapping articles on this and many other points.

FDA_Approved 10-27-2015 08:04 PM

Quote:

Originally Posted by Jay Mofo Mills (Post 509609)
Not sure if when you said you were carving you meant that you were using hammers carve feature. If so that is a bad idea. Interlopers has a ton of great mapping articles on this and many other points.

Yes, please do not carve.


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