Fortress Forever

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-   -   (Beta) ff_summit (https://forums.fortress-forever.com/showthread.php?t=15932)

Crazycarl 05-20-2008 06:09 AM

ff_summit
 
Since before FF came out I've been making models and textures, planning to do a forest map of some kind. Finally I'm putting it all together, and it's a hunted map.

http://img518.imageshack.us/img518/3...0001lg5.th.jpghttp://img518.imageshack.us/img518/4...0002sq6.th.jpg

Assassins will be snipers, 1 demoman (he can detpack the barn if the hunted doesn't want to come out) and maybe 1 HWguy (If it's not too overpowered). I can allow a spy if people want it.

Bodyguards will be medics, snipers, soldiers, and scouts for jump pads and detpack defusing.

I've prototyped the whole map with a very simple displacement that I could change easily. Here's the plan. The blue lines indicate paths for the VIP. I'm probably going to move the starting point a bit to the left, and I'll add a little shack or two nearby for some more cover. Assassins will spawn in the tunnels and on the road, or just randomly all over the place.
http://img518.imageshack.us/img518/6...verviewpz9.jpg
http://img518.imageshack.us/img518/6...5bb4723124.jpg
I'm thinking the escape point will be a helicopter, if I can find a decent enough model. I really don't like how the escape area is set up. I want it to be large, but I have to block it off visually from the surrounding area for optimization purposes. And I don't want long chokepoints leading up to it.

Might be better to have just one route instead of two, through the center of the hill I have there now. I don't want the entire assassin team camping there, though.

Any ideas?

Bully 05-20-2008 10:26 AM

OOOoooo! :) sounds good

Dr.Satan 05-20-2008 08:08 PM

Quote:

Originally Posted by Crazycarl
...

Any ideas?

That last rock / hill at the end...if you put like a tunnel that is pretty wide but curves around then you can close off one side. Make the tunnel exit smallish but still enough room and block visibility on one side to keep it fair. Then have maybe a few towers or something near to the helipad to keep places for the assassins to camp?

Ihmhi 05-22-2008 11:53 PM

For names, I suggest:

ff_walkinthepark

The ironing is delicious.

greenday5494 05-23-2008 04:04 AM

you could use HL2's model for the helicopter.

Innoc 05-23-2008 04:17 AM

Will there be patches of grass or grass everywhere? I've noticed that on flag4sky that the grassy areas make great places from which to snipe. Nice soft cover.

Crazycarl 05-23-2008 06:12 PM

Ihmni: good name. Seriously I like it.
greenday: that model is fugly. I want one that's more realistic.
Innoc: There will be some bushy places to hide in :)

greenday5494 05-23-2008 07:28 PM

or the helicopter from EP2! (the one at the end where *BLANK* dies)

Nezumi 05-27-2008 01:51 AM

That's a bitchin' texture you've got on the ground (but srsly rotate it a little so the repetition is a little less obvious)

Circuitous 05-31-2008 04:29 AM

Sincerely needs more buildings / narrow areas the hunted can hide in, both to move through without being noticed so much, and to catch a break in temporarily.

There's a hell of a lot of just plain open land there on most of the routes.

Crazycarl 07-28-2008 03:48 AM

Started working on this again lately. The tunnel sections are in, pretty roughly. Working title is ff_summit. I hope I can get this ready for testing after 2.1 comes out, because it will need a lot of testing!

Fun with detail sprites!
http://img65.imageshack.us/img65/386...st50008ob3.jpg
http://img65.imageshack.us/img65/386...f71f97efcf.jpg

squeek. 07-28-2008 04:37 AM

Quote:

Originally Posted by Circuitous
Sincerely needs more buildings / narrow areas the hunted can hide in, both to move through without being noticed so much, and to catch a break in temporarily.

There's a hell of a lot of just plain open land there on most of the routes.

But, after playing hunted in the beta I'm excited for another hunted map.

pF 07-28-2008 11:42 AM

Aye - we definitely need to think about adding gametype prefixes or something to mapnames in the future though..

Looking good so far, Carl :)

Nezumi 07-28-2008 11:38 PM

We've thought about adding prefixes extensively.

shadow 07-28-2008 11:52 PM

we need to reconsider it then.

the arguments against were basically, (1) enabling people to google for ff maps and (2) we dont like gameplay specific prefixes

not very compelling or even persuasive imo.


on topic,
good luck with the forest theme! hope you have more trees ready.
this will be hard to do while maintaining decent fps...

im2cool4uroflolz 07-28-2008 11:59 PM

I'll freely help test it when it comes out, I'm Killroy.

<3 Hunted.

pF 07-29-2008 12:59 AM

Quote:

Originally Posted by shadow
we need to reconsider it then.

the arguments against were basically, (1) enabling people to google for ff maps and (2) we dont like gameplay specific prefixes

not very compelling or even persuasive imo.


Yes. FF has so many different gameplay modes, some of them wildly different.. i think it makes sense to categorize them. As a newb i'd have no idea wtf was going on mapchanges.. looking for flags in ff_hunted and the like.

squeek. 07-29-2008 01:11 AM

Well, the idea has always been to put the gametype in the "Game" column of the server browser (I think Garry's Mod does this?). So it'd be like "FF Hunted" and "FF CTF" and "FF rCTF". That way, it could be controlled by lua.

Ihmhi 07-29-2008 01:16 AM

And it's also impossible to categorize some of them.

What if I made a hybrid hunted ctf map?

hntctf_mapname? Or what? Yeah. :|

Is there anyway we can put metadata into the server browser, like when you bring up a server it tells you about the gameplay type?

Nezumi 07-30-2008 03:02 AM

Yea, it's not like CS where you have 3 basic gametypes (and stuff like surf/awp/dm as wierd other prefixes). The whole beauty of TF is that there's an unlimited ammount of gametypes you can have, so a simple map prefix wouldn't help at all.


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