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-   -   (Released) FF_Resolve_B2 (https://forums.fortress-forever.com/showthread.php?t=23393)

Green Mushy 05-30-2012 09:56 PM

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:
  • Attacker spawn was moved back slightly.
  • Defender spawns moved up slightly.
  • Elevators move a bit faster
  • The yard is now longer
  • The lasers allow for the owning team to pass through them freely, so defenders can stand on the flag and not get stuck when they come back up. (the tradeoff is that they now kill O if they touch them, and can grab the flag and die like in phantom)
  • There are 2 more packs in the flagroom, 1 up top with the same metal and health as a lower pack. There is a 3rd metal only pack across the way up the stairs with 100 metal as well.
  • The main ramp out of the flagroom is now mostly made of stairs. Though you can still rampslide on the sides of it.(This is to help prevent flags getting taken out of the base too easily)
  • A slight extension was made to the button side glass
  • Opposing teams shouldn't be able to get inside the lower spawn anymore(Though I did leave that in intentionally in b1, but you guys thought it was a bug so I removed it)
  • The rampside base opening was reduced in size to require more accuracy in movement

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:
  1. Theres some places where there are shadows unexpectedly, but I'm too burnt out to worry about fixing them for the first beta.
  2. The lasers have the same bug as in phantom where you can touch the flag sometimes even if security is up. I have a good solution but squeek and I would have to work on it.
  3. The pit area has player clip just guarding people from falling off, just as a temporary solution until I figure out how to manage that area better.
  4. The spawns allow all projectiles and bullets through them EXCEPT for nails. Squeek will have to look into this, but its not major atm.
  5. Jumppads behave strangely sometimes when you set up a chain of 2 of them in the yard. This is not due to the map, but the trajectory and height from their placement in this map leads to that existing (code-based) bug being more prevalent.

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

FDA_Approved 05-30-2012 11:39 PM

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

CaptainAhab 05-31-2012 04:31 AM

This looks great! I'm really digging the overall shape of the flag room. Looks like fun.

WiFiDi 05-31-2012 04:44 AM

this looks nice. :mrgreen:

KubeDawg 05-31-2012 04:48 AM

awesome!

eomoyaff 05-31-2012 10:00 AM

I'm down for testing!. grats btw on grads.

Green Mushy 06-01-2012 04:43 AM

You guys have said nice things so far. Thanks! I just released the map so I'm bumping the thread. Fingers crossed!

KubeDawg 06-01-2012 06:54 AM

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.

Scuzzy 06-01-2012 03:11 PM

on [o-t].

WiFiDi 06-01-2012 08:35 PM

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:

aleXtric 06-01-2012 09:55 PM

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.

WiFiDi 06-01-2012 10:39 PM

Quote:

Originally Posted by aleXtric (Post 493829)
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.

oops forgot about that. :oops:

CaptainAhab 06-01-2012 11:47 PM

Yeah it plays well. Seems like a high cap map.

aleXtric 06-02-2012 03:01 AM

played pretty well in a pickup 10-10 tie

FDA_Approved 06-02-2012 05:04 AM

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.

CaptainAhab 06-02-2012 05:41 AM

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.

FDA_Approved 06-02-2012 05:54 AM

Quote:

Originally Posted by CaptainAhab (Post 493837)
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.

Yeah there really aren't any good gun spots despite a lot of places that LOOK like great gun spots. But hey, not every class can be good on every map. Maybe this can be a fun challenge for any of the career buffs out there.

Looking at squeek and spoon.

moosh 06-02-2012 12:18 PM

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

eomoyaff 06-02-2012 03:56 PM

Quote:

Originally Posted by FDA_Approved (Post 493838)
Yeah there really aren't any good gun spots despite a lot of places that LOOK like great gun spots. But hey, not every class can be good on every map. Maybe this can be a fun challenge for any of the career buffs out there.

Looking at squeek and spoon.

From my perspective, engi being my main d class, unless you have a good front-end defense, keep a gun up can be rather difficult as the time it takes for a medic to get from one end of a base to another is rediculously fast (we're talking close to change of pace speed.) My suggestion is to have the bag in the FR spawn faster, or add an addition bag spot somewhere on the other end of the FR (like in phantom. Even on phantom it can be harder to keep a gun going.)

NeonLight 06-02-2012 04:00 PM

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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