Thread: (WIP) ff_vidars
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Old 02-16-2016, 07:17 AM   #13
Fat-Suzy
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Join Date: Feb 2015
Location: New Zealand
Class/Position: Engineer / Heavy.
Gametype: Capture the Flag
Affiliations: {TALOS}
Posts Rated Helpful 75 Times
Quote:
Originally Posted by FDA_Approved View Post
I'd like to point out that the ff_phantom_r that we all know, love, and circle jerk, is not a 1:1 port of the tfc phantom.

And that's the only real problem I see with your version of vidars. It looks pretty much identically portioned. It could very likely end up being too cramped and awkward for FF gameplay.

Scaling can be kind of difficult too. I don't think it's as simple as scaling the entire map up by a certain percentage. It's likely there are certain areas that need to be taller, but not wider, or vice versa, or both.

Just don't pull an ff_prolifique and over scale it by comical proportions.
Yeah i realise Vidar2 is way too tight to play properly with the sort of movement and speeds in ff, at the moment a lot of it is 1:1, the yard and outside areas feel about right in size so im leaving those but indoors i still have a lot of restructuring to do. After a playtest it became quickly apparent that the tower the flag spawns in is way too tight so i have redesigned that; but i still want to widen some corridoors and raise a few ceilings in places.

Last edited by Fat-Suzy; 02-16-2016 at 07:20 AM.
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