06-16-2014, 01:19 AM | #1 |
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
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ff_bengalensis_b2
ff_bengalensis_b2
on board with FDA please leave suggestions/comments for improvements, thanks. You can download this map from Moto's server
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06-16-2014, 01:21 AM | #2 |
NeoNL
Wiki Team
Beta Tester Join Date: Oct 2008
Location: Boston, Mass
Class/Position: Soldier, Medic Gametype: AvD Affiliations: +M|M+ -RS Posts Rated Helpful 170 Times
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Just looking at the video, it is your best map yet. GJ, love the clean visuals
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06-16-2014, 01:30 AM | #3 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Worst medic.
Oh and, tbh, I don't really like the textures. They're too clean and end up looking cartoony rather than futuristic which is what I assume you're going for. Maybe with an insane amount of detailing it would look proper, I'm just not a fan.
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06-16-2014, 04:27 AM | #4 |
Beta Tester
Join Date: Jul 2008
Posts Rated Helpful 144 Times
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Floors are nicely waxed.
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06-16-2014, 01:34 PM | #5 |
worst ff player eu
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout Gametype: IvDZ Posts Rated Helpful 18 Times
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0/10 no locations
I agree with FDA kinda, but my main issue with the textures is that there's no variation across the map. It's just the same kind of wall texturing across the whole thing, so everywhere looks the same (which leads to it being harder to learn). I'm OK with the whole clean thing, 'cuz it's fine for it to look futuristic and cartoonish, IMO. Reminds me of Warsow and a lot of custom maps for old arena shooters.
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06-16-2014, 02:44 PM | #6 |
Kawaii! ルーキー
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jan 2008
Location: Nowhere, Kansas
Class/Position: Random Gametype: CTF Affiliations: BiG, Kawaii!, MustacheBrigade, GoodFellas Posts Rated Helpful 82 Times
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Its a good map, but I think some improvements could be made. The floors are very cool, all reflective and stuff. But its very distracting/disorienting, I think it would be better switching to a matte floor texture, or at least one that will shine but not reflect.
Security feels a little bit odd, with very steep ramps and narrow hallways, it seems out of place with the rest of the map. But overall the map is fun to play. How about adding some links here? Perhaps another person would like to add it to their server as well.
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Released: [ Island ] [ Rookie ] [ Limbo ] [ Sonic ] [ Tomb ] [ Skydive2 ] [ Bunkerwars ] Beta: [ Argon ] [ Reflection ] [ Urbantag ] Lua: [ game_rules ] Last edited by R00Kie; 06-16-2014 at 02:45 PM. |
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06-16-2014, 04:42 PM | #7 |
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
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Thanks for feedback, I tend to agree the textures although nice are not working that well, prehaps a change of textures to something similar to this?
will add locations and more detail once am sure on the layout plus looks/textures.
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06-18-2014, 07:55 PM | #8 |
I like Ceyx
Beta Tester
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Good job Headzy, I agree with Rookie.
Keep up the good work!
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hef |
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06-19-2014, 07:05 PM | #9 |
Freedom of Movement
Join Date: Apr 2014
Gametype: Attack and Defend Posts Rated Helpful 21 Times
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I agree with the others on the b2 textures, but b3 textures aren't looking that hot as well... I suggest changing the color of the lights to a more yellowy tint, giving off a warmer glow. Never really liked pure white lights.
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06-20-2014, 05:03 AM | #10 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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what is this map name?
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06-20-2014, 05:11 AM | #11 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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06-21-2014, 08:39 PM | #12 |
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
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Taken note of the comments and have made changes to the textures, the lighting now has a yellow hue, good suggestion for the new textures.
Added a lot more detail and locations, thanks again for comments, appreciated Should be on Moto's soon, ty moto
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06-21-2014, 09:06 PM | #13 |
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic Affiliations: ( ir :: ) iv| K^ † Posts Rated Helpful 80 Times
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Looks like someone crumpled up schtop and put it back together again. I also like the name ff_bingobango has a good ring to it.
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Last edited by homie in reboks'; 06-21-2014 at 09:07 PM. |
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06-21-2014, 09:18 PM | #14 |
Freedom of Movement
Join Date: Apr 2014
Gametype: Attack and Defend Posts Rated Helpful 21 Times
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Looking a lot nicer.
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06-23-2014, 05:28 AM | #15 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
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Looking better and better.
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06-23-2014, 11:39 AM | #16 |
Join Date: Nov 2010
Gametype: Capture the Flag Posts Rated Helpful 38 Times
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The real question is, how does it play? Pubs? Pickups?
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06-23-2014, 12:06 PM | #17 |
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
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B5
Just made a big change to the flag room, now can conc up the ramp grab flag and exit via bridge, or enter via bridge and conc at flag platform and exit over the two sg ledges and bridge landing near main lazers, this will increase the flow of the game.
Also blue area is a bit shorter. I have sent moto B5, and this should be close to the end of the betas, only thing left I am watching is the width of the small corridor between security and bridge ( secondary route ) I want it to be a choke point but perhaps a little too narrow. After that I will release as final pending play testing. Again thanks for all the input, it has helped me a lot shaping the looks and play of the map.
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06-24-2014, 10:23 PM | #19 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
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One thing I noticed was how hard it is to rotate from button to flag. Almost not worth defending because once it gets pushed you are wayyy out of position.
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06-25-2014, 06:37 AM | #20 |
Beta Tester
Join Date: Mar 2008
Class/Position: Demoman Gametype: pipe spawn Posts Rated Helpful 126 Times
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The blue force field should be taken down so defense can get to the capture point. I'm not sure but are there other maps where the cp is in spawn?
the blue wall is also honey and part of the red team turn into flies where they are fascinated by it and just want to hang around it. maybe make it less hypnotizing like propinquity's solid spawn walls |
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