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-   -   (WIP) ff_shock WIP competitive CTF map (https://forums.fortress-forever.com/showthread.php?t=23448)

AfterShock 07-23-2012 09:29 PM

ff_shock WIP competitive CTF map
 
http://www.mediafire.com/?va136opp26wak9u

^ download

Base entrance - Front door (center), water entrance (left), balcony entrance (right)
http://s9.postimage.org/vbc13cvm7/ff_shock_a10000.jpg

Ramp room. Leading to ramp entrance (left), T junction (center) and security (right)
http://s9.postimage.org/vclywrxfz/ff_shock_a10001.jpg

Security room
http://s9.postimage.org/e0lmbc3yn/ff_shock_a10002.jpg

Ramp entrance to flag room, water comes out on left.
http://s9.postimage.org/qt9qb9fkf/ff_shock_a10003.jpg

Bottom flag room as entering from ramp. T junction comes out on the left and right. Middle ramp takes you up to flag room level 1:
http://s9.postimage.org/5kw1tu13j/ff_shock_a10004.jpg

Flag room level 1 with view onto level 2 with flag
http://s9.postimage.org/putd8z28f/ff_shock_a10006.jpg

Flag room level 2
http://s9.postimage.org/4jvt4pk3z/ff_shock_a10005.jpg

Water entrance, comes out near ramp entrance.
http://s9.postimage.org/chq86cxe7/ff_shock_a10007.jpg

Feedback welcome :)

squeek. 07-23-2012 10:33 PM

That is many ramps. Definitely looks interesting. :)

FDA_Approved 07-24-2012 12:04 AM

That looks very interesting. Some crazy ass geometry in that map.

CaptainAhab 07-24-2012 02:15 AM

Giggity.

Raynian 07-24-2012 06:18 AM

That security room is an absolute clusterfuck. :x

KubeDawg 07-24-2012 06:48 AM

Added to my server.

Elmo 07-24-2012 11:39 AM

this following your own guidelines for competitive CTF I take it?! Curious to how it'll play out

AfterShock 07-24-2012 06:49 PM

Quote:

Originally Posted by Elmo (Post 494591)
this following your own guidelines for competitive CTF I take it?! Curious to how it'll play out

Yes :)

If anyone plays a pickup on it I'd appreciate a demo or feedback!

zE 07-24-2012 07:39 PM

Looks slide fest, Dling it :]

AfterShock 07-27-2012 12:24 AM

a2:

Download: http://www.mediafire.com/?acwduk50qvqgcwy

http://s12.postimage.org/u9xwy2yf1/f...latest0001.jpg

http://s12.postimage.org/rtw3k8gcd/f...latest0002.jpg

http://s12.postimage.org/rien7gzwd/f...latest0003.jpg

http://s12.postimage.org/4uze1bkcd/f...latest0004.jpg



I will redesign the security room if enough people hate the pillars :P (You can double jump off them)

oaties 07-27-2012 05:21 AM

Looking good! I think it kind of looks bland though, maybe more detailing :S I know its only a2 but still..

It looks fun though, I ran through a1 and saw some nice spots for a HW and soldier to play on defence. Im going to try to nominate it for some pickups, ill PM you the hltv demo if we ever play it :)

FDA_Approved 07-29-2012 02:48 AM

Besides the poop brown texture covering every wall it looks a lot better. It looks like a very frantic map. It should be very interesting to play.

AfterShock 07-29-2012 03:12 AM

Ok, trying to make it less bland.. a3:

http://www.mediafire.com/?3u9xfh4iphmtb5e
  • Made the slide from RR to T slightly easier
  • Slight redesign of halfway ramps in flag room
  • Started introducing more curves and 45 degree angles rather than everything at boxy right angles
  • Longer harder water route
  • Spammed ivy around the place
http://s9.postimage.org/euvjsbnm7/ff...latest0010.jpg

http://s9.postimage.org/bghypxhlb/ff...latest0006.jpg

http://s9.postimage.org/rdgqmn9zj/ff...latest0007.jpg

http://s9.postimage.org/m0rw8im33/ff...latest0008.jpg

http://s9.postimage.org/bco59oc3z/ff...latest0009.jpg




TODO:
  • Add some trees
  • Make midmap more interesting
  • Move offy spawn further away
  • Nogrens in spawn
  • Fix my buggy lighting, dunno why it flickers all the time?
  • Flip the bases to make a full map
  • Playtest :)

FDA_Approved 07-29-2012 03:24 AM

Like the ivy spam. Still dislike the poop painted walls. :P

AfterShock 07-29-2012 12:59 PM

yeah it's supposed to be sandstone, when I fix the lighting it might look like something other than poop. :)

Or i'll just retexture it. Or i'll get someone who is actually good at texturing to help me ;)

homie in reboks' 08-01-2012 06:36 PM

Can ramps be one color and floors be another? 3 colors hurts my weak ass eyes. Just a suggestion. It's a fun map. Double jumps galore!

AfterShock 08-04-2012 12:09 AM

a5:

http://www.mediafire.com/?yalafl4nflr3bx7
  • A lot of ramps made shallower to prevent weird ramp sliding as scout running around
  • Added exit from spawn to water area
  • Trim and texturing added
  • Pillars removed from the central route to switch. There are still a few on the edges out of the way
  • Poop coloured texture removed.. but it's still fairly boring. I'll make it better.


http://s15.postimage.org/pr4gx0dmz/f...latest0015.jpg

http://s15.postimage.org/589krxzpn/f...latest0014.jpg

http://s15.postimage.org/6ol3a32mj/f...latest0013.jpg

http://s15.postimage.org/e5uapas5n/f...latest0012.jpg

http://s15.postimage.org/z45214he3/f...latest0011.jpg


To do:
  • Make base walls more interesting / replace the bland plaster texture
  • Move offy spawn further away
  • Make a midmap

FDA_Approved 08-04-2012 12:20 AM

Starting to look really nice. I like the wall textures a million times better already.

CaptainAhab 08-04-2012 01:04 AM

Looking much, much better. Not going to lie, ff_shock_a1 was... :|

What did you have in mind for the mid map? I feel like this map would favor very rapid play styles and really rushing into the enemy base quickly from spawn.

KubeDawg 08-04-2012 01:40 AM

Idea for pillar/sec room once you get into more detail. What if you made it so they are broken pillars from previous civilizations like this, merely for looks on top of the current functionality:

http://farm3.static.flickr.com/2492/...11c95c5841.jpg
http://preview.turbosquid.com/Previe...5f12Larger.jpg


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