[WIP] FF_Torch(2) [Updated 2/11/2007]
FF_Torch is a reverse-CTF map.
Update 2/11/2008: Just a little update on what I've got done. The map is temporarily on hold. Also, it is going to change quite a bit because of problems with the geometry. Blue Base http://www.502development.com/temp/f...ch0004_528.jpg Blue Battlements http://www.502development.com/temp/f...ch0005_528.jpg Original TFC Map by Drakir: http://www.502development.com/temp/f...h20001_528.jpg http://www.502development.com/temp/f...h20000_264.jpghttp://www.502development.com/temp/f...h20003_264.jpg |
how about ff_squeek2 :P
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Probably should be called ff_torch considering there isn't another one made.
Can I make a suggestion for the midmap part of it? instead of having those pointy slopes that make it look unrealistic, try using mountain textures instead, such as this map would take part at the top of some mountains. Just food for thought. |
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Alright, so after talking to 4est on IRC I've decided to go with an ice/snow theme. The ice (if possible) will be slippery and the bridge to the cap will be partially if not completely ice.
It'll be a challenge to look good, but hopefully I can pull it off. I'll start work on it very soon. |
aw I love this map...can't wait!
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Question: Should capping the flag kill you? After a cap, there really isn't any reason to live, and it would be easily justifiable (it was toxic sludge in the original, it could be something deadly again in ff_torch)
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for sure kill on cap is Z best!
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AND.. if the D is smart they won't kill an O immediately unless they are still causing damage. The smart O have a kill bind anyway...... so uh... Hell, I guess I got nuthin. |
Better to force respawn instead of literally kill him if you go for that.
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make it like cz2. hold use to respawn
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Iunno, I personally think it works to kill them. You said you like the cap fast, making them run back to spawn for more nades/concs will take more time to cap! lol.
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Auto kill for the capper gets my vote. Can you just see the noobs? "how come I die when I cap?" Then you say "You do I don't?". No not really But I like it cause it's a little different but still the same.
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I think an acid that kills the enmy team is a good idea, cos if it kills everybody... D has an already hard job on that map (way more harder than.. pitfall for example) and if the flags stays on the cp remember now u can grabit from midair so it wont fuck up the flag grabbin...
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I'd say eihter force respawn or use to respawn
Second optoin allows O to either go back to start or hang (read: frag) around D's base. |
So I'm at my grandparents' house for the next couple of days. I'll be working on some sketches while I'm here so I can get straight to work when I get back home. Looking forward to working on this. By the way, I think I'll go with the either the use to respawn or a forced respawn.
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I'v been thinking this over and I think a forced respawn would be best here, otherwise the D's base can get very crowded, and you don't want that on this kind of maps!
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either a 'use to respawn' or no forced respawn / kill of any kind, to be honest; let the capper dm some defence!
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