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Suggestions for core maps. Issue Tools
issueid=244 12-17-2009 05:08 PM
Suggestions for core maps.

ff_well
  • Need to be able to throw the flag out of the batts window.
  • Have only one or two of the bags in the attic give nades. Maybe increase the armor they give, too, by 5-10.
  • In the spawn with the water entrance, either get rid of it or move it to a corner. There's nothing more annoying than falling down there as you spawn with no way out.
  • As you're leaving spawn to go directly to the yard, put a cover or dropdown tube or something there. Anything to make this less of a sniper map.
  • While we're at it, one or two sniper limit. On all maps, but especially this one.

ff_cz2
  • The spawn is confusing, and too bright. Make the signs larger, maybe other changes.
  • Make it take a little bit longer to capture a point.

ff_2morforever
  • Make the ambient noise quieter.
  • If you're rampsliding the main ramp into the FR, you kinda have to do a TFC-style slide. It breaks flow.

ff_schtop
  • Ambience.
  • This map is really choppy for a lot of people. The lights cause most of the lag, I think.

ff_2fort
  • Ambience.
  • Sniper limit on this map is important.

ff_crossover
  • Like ff_well, move the hole in the spawn to a corner, or get rid of it completely.
  • Have the pit bag usable only by defense. Reduce the health/armor in it as well.
  • Offense classes spawn top, defense classes spawn random.

ff_aardvark
  • The mini-grenade bags around the base should give 1/0 instead of 1/1.
  • One sniper, two engy limit.

ff_anticitizen
  • First stage - put a turret in O spawn.
  • Stage two - bags in back of cap area should give 40 cells (30 now).
  • Stage two - the doors at the top of the elevator are clunky.
  • Stage two - spawn turret again?
  • Stage three - spawn turret once again. Also, it's possible to drop detpacks into the O spawn area before the match begins. I don't know how specifically.
  • All stages - remove jump pads unless a scout gets a grenade bag.
  • Points system is messed up.
  • Class limits. Two engies, one or two snipers.

ff_dustbowl
  • Scouts shouldn't spawn with a jump pad.
  • Stage two - make the grenade bag a bit more noticable.
Issue Details
Issue Type Feature
Project Fortress Forever
Category Mapping
Status Suggested
Priority 7 - Med/Low
Suggested Version 2.4
Implemented Version (none)
Votes for this feature 0
Votes against this feature 1
Assigned Users (none)
Tags (none)

12-17-2009 05:48 PM
Gets tickled by FF
 
thanks for the feedback, will take a look and discuss it :)
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12-17-2009 06:40 PM
 
schtop MUST be edited it is killing fps..
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12-22-2009 07:07 PM
AKA LittleAndroidMan
 
I also think the spawns on ff_ksour should be more true to the original. The way the spawns are now is completely unbearable for offense and defense alike.
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12-22-2009 07:32 PM
WhenNailGrenWillOut?
 
I agree with ksour, kind of lame running all the way down to a point and seeing it's capped. Schtop murders fps,I believe the cause is a lot of moving textures.
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12-22-2009 08:12 PM
AKA LittleAndroidMan
 
The schtop issue might have something to do with the computers of people experiencing the problem, since I have never had a problem on ff_schtop ever, and I've played it in both an 11v11 pub scenario and a pickup/competitive scenario.
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12-22-2009 11:22 PM
Stuff Do-er
 
Quote:
Originally Posted by GenghisTron
I also think the spawns on ff_ksour should be more true to the original. The way the spawns are now is completely unbearable for offense and defense alike.
The ff_ksour spawns are copied straight from the TFC map.
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12-23-2009 12:13 AM
AKA LittleAndroidMan
 
Are you absolutely positive? Because it certainly feels like it's a haul, compared to ff_ksour_classic, or even plain old ksour. I've been playing TFC intermittently on the *pS server recently, and it's 24/7 ksour, it definitely isn't as bad as ff_ksour (the spawn distances). Maybe it's just me :(
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12-24-2009 01:49 AM
zE zE is offline
Pew pew ze beams
 
ff_2fort sound ambince thing +1

map is great but hate the envoirment wind sounds inside the bases : D
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