Fortress Forever

Fortress Forever (https://forums.fortress-forever.com/index.php)
-   Maps (https://forums.fortress-forever.com/forumdisplay.php?f=40)
-   -   (Released) ff_siege_classic (https://forums.fortress-forever.com/showthread.php?t=17946)

squeek. 10-24-2008 10:26 PM

[Release] ff_siege_classic
 
Get ready for some more eye-popping brain aneurysms, pF.

Download
Source Files
Pitchers

http://www.ffpickup.com/temp/ff_siege_classic0001_t.jpg
http://www.ffpickup.com/temp/ff_siege_classic0002_t.jpg
http://www.ffpickup.com/temp/ff_siege_classic0003_t.jpg

Rawh 10-24-2008 10:30 PM

So when's the playtest? :)

tim_ 10-24-2008 11:08 PM

i just peed a little

elwood 10-24-2008 11:39 PM

jawsome squeek!

maybe i'll get around and make a ff version of this map. definitely a worthy map to do so on. thanks again!

KubeDawg 10-24-2008 11:44 PM

hellz yeah. dling now

PartialSchism 10-24-2008 11:51 PM

:O NEW MAP!!!!

pF 10-24-2008 11:55 PM

Haha.. these kind of textures do have a certain sleek style.. but yeah *pop*

squeek. 10-25-2008 12:13 AM

Quote:

Originally Posted by elwood
jawsome squeek!

maybe i'll get around and make a ff version of this map. definitely a worthy map to do so on. thanks again!

Adding source file download in a jiffy.

EDIT:
Source Files

Credge 10-25-2008 03:44 AM

I was just thinking about this map. I was wondering what the name was.

GeoKill-----> 10-25-2008 04:40 AM

OMG! Love you long time

Lt Llama 10-25-2008 06:41 AM

Just had a look at the source and thats a massive work, and not least on the optimisations.

Just a few questions.

The brushes you see when you click the vis group "original geometry", whats that?

Whats an info_overlay?

You sure the texture "session_glass_blue" isnt missing? I get the purple/black checkered texture in Hammer.

Im not sure about the use of env_cubemaps except for reflections in water but you added so many of them, everywhere. Why is that necessary?

So much more to say, but really, impressive work.

squeek. 10-25-2008 08:50 AM

Quote:

Originally Posted by Lt Llama
The brushes you see when you click the vis group "original geometry", whats that?

That is the decompiled .bsp from TFC. It breaks it up into unusable 1-unit thick "shells" of each brush, instead of the full brushes.

Quote:

Whats an info_overlay?
It's almost identical to a decal, but with overlays you can control the height/width/what brushes it displays on/etc.

Quote:

You sure the texture "session_glass_blue" isnt missing? I get the purple/black checkered texture in Hammer.
I was worried about that. Just do a replace, replacing "ff_session/session_glass_blue" with "ff_2mesa3_classic/session_glass_blue" and the same for red. It should work fine then. It works ingame though, due to pakratting.

Quote:

Im not sure about the use of env_cubemaps except for reflections in water but you added so many of them, everywhere. Why is that necessary?
It's not necessary, but cubemaps (when built) are used to get correct reflections for any reflective material. In FF, there are very few reflective materials, so it's not terribly important. SGs are the most reflective and most apparent; and, if you go sniper and look at the scope on the model, you can see the reflection change as you run around.

Quote:

So much more to say, but really, impressive work.
Thanks. :)

Lt Llama 10-25-2008 11:26 AM

Quote:

Originally Posted by squeek.
That is the decompiled .bsp from TFC. It breaks it up into unusable 1-unit thick "shells" of each brush, instead of the full brushes.

You just kept it for reference? My poor comp stutters when I try and open the vmf. But it's great that you submitted the vmf file, I'm sure those who are interested can learn a lot from it.

Quote:

Originally Posted by squeek.
It's almost identical to a decal, but with overlays you can control the height/width/what brushes it displays on/etc.

Hmm, you mean this is what you use if you want to resize a decal?

Quote:

Originally Posted by squeek.
It's not necessary, but cubemaps (when built) are used to get correct reflections for any reflective material. In FF, there are very few reflective materials, so it's not terribly important. SGs are the most reflective and most apparent; and, if you go sniper and look at the scope on the model, you can see the reflection change as you run around.

As I'm more into concmaps I suppose this is really not necessary if it's not needed for weapon surface reflections.

BlisTer 10-25-2008 12:52 PM

woop you're really pumping them out :)

next map ff_training_classic? :p

Credge 10-25-2008 06:06 PM

Ran around it last night after the pickup. Very smooth feeling. One of the halls seems a bit smaller, although I know for a fact that it's just my memory and the FoV I used in TFC. Ramps fit FF play perfectly. I predict that demo, soldier, and engy will be played here.

theqwert125 10-25-2008 07:19 PM

Ran though it really quick and a few things that seem to be bugs, but i haven't played the original so I don't know whats intentional:
  • You have neat sunset lighting everywhere, but no sun in the sky box to provide it
  • The built-in man-cannon in the flagroom spams the console with outofrange errors
  • The actual part that launches you forward is outside the lift, making using it awkward
  • On the other side of the basement with the cannon's entrance, there is what looks like a lift, but the push only makes you get stuck floating an inch off the bottom instead of lifting you
  • There is a teleporter from basement resupply to the upstairs one, but not one the other way around

Other than that, it plays smooth and looks awesome for a _classic map.

PartialSchism 10-25-2008 08:41 PM

......

the airlift "built-in man-cannon" , is one way. You can only use it to get into the flag room, not out :3

squeek. 10-25-2008 09:09 PM

Quote:

Originally Posted by theqwert125
  • You have neat sunset lighting everywhere, but no sun in the sky box to provide it

http://developer.valvesoftware.com/w...y_day01_08.jpg

Quote:

  • The built-in man-cannon in the flagroom spams the console with outofrange errors

This is a flaw with the source engine and trigger_push entities, and only shows on local servers.
Quote:

  • The actual part that launches you forward is outside the lift, making using it awkward

Not quite sure what you mean.
Quote:

  • On the other side of the basement with the cannon's entrance, there is what looks like a lift, but the push only makes you get stuck floating an inch off the bottom instead of lifting you

Bug with trigger_push in the source engine. There is a slight upward push on that side only meant to avoid fall damage.
Quote:

  • There is a teleporter from basement resupply to the upstairs one, but not one the other way around

Very intentional. :)
Quote:

Other than that, it plays smooth and looks awesome for a _classic map.
Thanks.

theqwert125 10-25-2008 09:18 PM

Quote:

Originally Posted by squeek.
Not quite sure what you mean.

I mean if the boxes are where the actual push is applied, it at least feels like this:
http://img371.imageshack.us/img371/9410/11123764lk5.png

So you can get stuck at the top of the lift without being forced out.

squeek. 10-25-2008 09:34 PM

Quote:

Originally Posted by theqwert125
I mean if the boxes are where the actual push is applied, it at least feels like this:
http://img371.imageshack.us/img371/9410/11123764lk5.png

So you can get stuck at the top of the lift without being forced out.

It's actually like this:
http://www.ffpickup.com/temp/push.jpg


All times are GMT. The time now is 03:37 AM.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.