Thread: (Beta) ff_alchimy_b1 (8.11.09)
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Old 08-13-2009, 01:25 AM   #11
Dr.Satan
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Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
yeah gnaa...basically I'm gonna take the shaft and the fr that you left (the _b2) and re-do the rest of the map from scratch. I already pieced some stuff in there from other files you had and added some other things that I made. And the geometry of the whole map is definitely gonna change a bit, like I plan on removing the bats resup and making the top fr entrance a T and stuff like that. So even if I were to continue with the _b1 that I put out...I would have to redo the whole map anyway, but I liked what you did with the shaft and the FR looked nice, so I deleted the rest of the map you had and started going from there.

I think that's my biggest problem with most ports of TFC maps is that they end up very boxy and just plain looking, maybe b/c the mapper is worried changing it will offend the original mapper or they don't wanna break the map or whatever is the case, I notice most mappers tend to play it safe. Whereas maps like ff_stowaway2 or ff_torch2 really show off how we can change things up in FF and make things look and play better. So while the map is gonna keep the basic alchimy feel, I'm gonna change up the geometry some and make it look nicer, with better textures and more rounded corners and just whatever I come up with lol.

I did look through all of the files you left me and I'm essentially planning on taking anything that is salvageable and applying it to something, but your probably not gonna recognize much of what I put out aside from the _b1, that like I said was just to get the _a3 full bright version off of servers. And ofc like phantom and stuff that's pretty much finished anyway.
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Last edited by Dr.Satan; 08-13-2009 at 01:35 AM.
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