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-   -   (WIP) FF_Torch(2) [Updated 2/11/2007] (https://forums.fortress-forever.com/showthread.php?t=13506)

squeek. 12-21-2007 08:22 AM

[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

EquilibriuM 12-21-2007 01:35 PM

how about ff_squeek2 :P

KubeDawg 12-21-2007 02:12 PM

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.

squeek. 12-21-2007 06:46 PM

Quote:

Originally Posted by KubeDawg
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.

Yeah, I have idears for the midmap. It'll be realistic-looking, but I'll clip it so the mountainsliding of the original is still possible. It'll be great fun.

squeek. 12-21-2007 07:06 PM

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.

Dr.Satan 12-21-2007 08:02 PM

aw I love this map...can't wait!

squeek. 12-21-2007 09:11 PM

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)

EquilibriuM 12-21-2007 09:18 PM

for sure kill on cap is Z best!

4est 12-21-2007 09:22 PM

Quote:

Originally Posted by squeek.
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 again deadly in ff_torch)

Negative it gives the O a chance to harass the D

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.

A1win 12-21-2007 09:24 PM

Better to force respawn instead of literally kill him if you go for that.

Dr.Satan 12-22-2007 01:47 AM

Quote:

Originally Posted by A1win
Better to force respawn instead of literally kill him if you go for that.

that would be my suggestion!

Skanky Butterpuss 12-23-2007 07:07 AM

make it like cz2. hold use to respawn

StatisticZ 12-23-2007 08:01 PM

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.

[AE] 82694 12-23-2007 08:13 PM

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.

GhostBuster 12-26-2007 01:28 AM

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...

פֿяαιп βαмαgεפ 12-26-2007 09:26 AM

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.

squeek. 12-27-2007 01:06 AM

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.

פֿяαιп βαмαgεפ 12-27-2007 07:51 AM

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!

Player 12-27-2007 09:38 AM

either a 'use to respawn' or no forced respawn / kill of any kind, to be honest; let the capper dm some defence!

פֿяαιп βαмαgεפ 12-27-2007 12:21 PM

Quote:

Originally Posted by Player
either a 'use to respawn' or no forced respawn / kill of any kind, to be honest; let the capper dm some defence!

Overkill IMHO


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