FF_Resolve_B2
RELEASED
(Beta 1 Released June 1st 2012) (Beta 2 Released June 6th 2012) DOWNLOAD(temporary): http://www.ffpickup.com/files/ff_resolve_b2.zip PREVIOUS VERSIONS: http://www.ffpickup.com/files/ff_resolve_b1.zip B2 Notes: I tried to make changes and fix gameplay and major bugs for b2 as soon as I could. The sentrygun through the glass is a bug in FF code, but I did figure out a solution that should work enough for people not to notice. I did get a chance to spectate one pickup( though it was the first time it got played ), and I felt that I made it a little too offensively friendly. So I made some alterations to help favor the D some more including:
This map has been a bit of an escape for me from the job search and the transition period I've been going through now that I just graduated. I felt that I had not made a map in a long time and I wanted to sortof pay for my absence( due to school ) by making something. I called it "resolve" because I was in turmoil about what to do with my time. With so many options (programming a personal project, using unity, FF code, mapping), all with their own pros and cons, I couldn't decide, and ended up not doing any of them. I observed this inaction, and I decided to resolve the issue by just picking one and sticking to it. The layout took the longest of all my original maps and I almost can't believe it. It took a solid 7 days to settle on the geometry alone. Aesthetics was another undertaking that was interrupted with my move home and Diablo3, so all together this has taken 2 weeks. I'm anxious to get it played, so I put just the first basic coat of texturing and lighting and I'll continue to fix it up for the next beta. Early in the aesthetic process, I noticed I was going to follow another boring texture palette, so I tried to throw a spanner in the works by deciding to use wood, which is something I never use, and I ended up basically using wood everywhere. I'm starting to notice a lot of mechanical and geometric similarities in the past few maps I've released. Hopefully that is a good thing. As always, I'm very open to feedback from the players, and will continue to make alterations in a few betas to ensure it is a good pickup map, so don't be afraid to say whats on your mind. Some Known Bugs:
Photographs for b1: http://s18.postimage.org/4mtnp72o9/ff_resolve0002.jpg http://s18.postimage.org/99zpqyq15/ff_resolve0003.jpg http://s18.postimage.org/8a9ev9avd/ff_resolve0004.jpg http://s18.postimage.org/xhkavidzd/ff_resolve0005.jpg http://s18.postimage.org/5iq54nccp/ff_resolve0006.jpg http://s18.postimage.org/gjla9o4ll/ff_resolve0007.jpg |
Wow, this looks like all kinds of sexy time. I really couldn't give any kind of criticism without playing it.
But I really like the use of wood. Let me play it soon! :P |
This looks great! I'm really digging the overall shape of the flag room. Looks like fun.
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this looks nice. :mrgreen:
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awesome!
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I'm down for testing!. grats btw on grads.
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You guys have said nice things so far. Thanks! I just released the map so I'm bumping the thread. Fingers crossed!
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Great! I am hosting this map on my new server:
Moto's Sexytime Funhouse | Denver, CO - 72.5.102.26:27015 Feels like a mix between session and ameliorate. |
on [o-t].
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played it like 30 minutes ago with like 8 or 9 people. (on mottos server) great map there are some things that need improving but for beta 1 looks real nice.
personally the flow might be a tad fast a few stairs (not alot) in strategic areas might be good idea. thats just me im pretty sure though. :mrgreen: |
seems cool were trying to get a pickup on it.
oh and the offense can get trapped in the red spawn u can conc into it from the pit. |
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Yeah it plays well. Seems like a high cap map.
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played pretty well in a pickup 10-10 tie
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New favorite hands down. Not only is it incredibly sexy and a great change of pace astheticly, but it just plays so fun. God medic and solly are just so beast on this map.
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I love how all of the ramps seem to mesh together, and you can just see a ton of conc paths ahead of you before you've even hit the ground -- I love the design.
Being an engy, as I have heard over voice comms, can be awkward, but that might just be because the map is really new. :-P Good job all around. |
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Looking at squeek and spoon. |
I'm pretty skeptical about this map, but that's because I haven't played it yet. From a quick run around it looks like it could be fun. I'd have to disagree with a few peeps in this thread about the aesthetics, in my opinion they are far from "xXxSeXeHXxX420" with the bland lighting and dull textures. OFC it still is b1 :) gl
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From spectating the first pickup on it last night I can confirm that the sg will go down a lot. But that's the pace for this map and you can compare it directly to COP or phantom, the engineer's main goal on those maps is to distract the offense so the others can kill the offense.
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Did you resolve any issues with the map yet? zlozlzozlzolz
Last nights pickup was a poor playtest tbh. |
The bags have 100 cells each. They should have 200 cells. Barely able to keep a gun up.
You are also able to get into the enemy lower spawn and eventually get stuck in top spawn if you take the lift. When walking into the lower spawn, the wall I am looking at, it might be useful to have another way to exit spawn. If this were done, it looks like it'd be the only relatively quick way to get to the front of the base from a spawn. |
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And moosh looses all of my respect. |
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map is too good
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This is definitely one of my favorite maps, good job!
I love the class limits, no pyro is soooo nice. Having played it in a pub with 3 engies on D, I would love to see a cap on that class. Not an issue in pickup play. SGs also seem to lock on through the glass on the button-side route. That can be good and bad depending on the situation. The multiple route and rampslide choices are awesome! |
SG trying to shoot through the glass is a bug in the code (an annoying one that I haven't been able to track down yet), but Mushy came up with a solution to get around it for now.
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Well I'm glad some of you like it. I tried to make improvements and get b2 out. There are some more detailed notes in the OP describing the changes. I put a temporary link for the b2 download.
Be aware I uploaded it before anybody else has seen it, so I may end up having to re-release b2 if something goes wrong. I will switch for the ffpickup link once squeek uploads it and confirms the map is ok. |
After more playtime, the button seems wonky from time to time. While rampsliding, if I hit 'use' when I am right at the button it doesn't kill security, but it seems to work if i am in the air above it or out away from the wall. Could just be me too ;-) Still love the map.
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FDA's list of suggestions:
Return yard to normal. Move O spawns to the left side of yard rather than the right side. Leave the old O spawn ramp and that opening next to it. |
yard ruined
;[ |
You said it was INTENDED to get into enemy spawn in b1?
oooohhhhhh, I see. You could get into upper spawn and throw flag out the window. PUT IT BACK! PUT IT BACK! |
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I get why yard was lengthened. But even though it was a fast map the D could still lock it down to a reasonable amount of caps. Engi is better than I thought at first. I really liked how fast faced it was, and I felt it was justifyed, because as long as the D knew what they were doing it wasn't a cap fest.
Besides that jpad conc at spawn was the funnest conc I've ever seen on a map. |
If the engi has an easier time in b2, and the cap rate seems low, I can shorten the yard. I really dont like 10 cap, high relay maps. My ideal target is in the 6 - 8 cap range where the engineer is not frustrated.
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Heavy: Main Ramp
Soldier/Demo: Security Engi: Opposite of flag or on top of flag This setup seems ideal, and if adding a 4th on D, Solly guards button and Demo guards flag. |
I've enjoyed b1 and b2
some suggestions mebbe lengthen yard to put a narrow underpass of water beneath the bridge so you can criss-cross the yard when sharking. if both sides of the water are linked I dunno how you'd team color it though. maybe all blue-ish grey mebbe put steps to get on top of the yard platforms for classes that can't reach it. small ones to the side more out of sight in front of each base and lastly make the area wider for flag capture on the cap point so you don't have to stand in the center |
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