11-23-2007, 02:46 AM | #21 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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Nope, not at all. The flag just indicates which team owns the point. 2 and 4 are on some bridges.
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11-23-2007, 02:50 AM | #22 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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No, you don't pick up any flags. Your team has to touch each cp in order. The second point is on a raised catwalk, so it's easy to miss.
There are a few things that bother me about this map. The lighting is ugly. Everything looks yellow-green and nasty. There's a visible red sun, but there doesn't seem to be any red light coming from it. Also the map is kind of claustrophobic. It's mostly tall, narrow square corridors. All the debris that's laying around makes this worse. It's not as bad as Epicenter, though. I don't like all the barriers that necessitate assisted jumps. It seems like it will be really frustrating trying to climb up to command points 2 and 4 while under fire. There's a ladder before the final cp, next to a dock prop that's really hard to climb. Even without people shooting at me I had trouble getting up there. I would get rid of these annoying barriers. If the map plays too fast, make the route longer so that the defense has more time to stop attackers. All this is just from a quick runaround, so maybe there's stuff I missed or that I just have to get used to. Maybe it will play brilliantly. I hope to see it on the servers. Stuff I like: hey, it's warpath, and the more non-ctf maps the better. Also, it has a good theme. The same old fort architecture gets a bit old after a while. |
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11-23-2007, 04:55 AM | #23 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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I believe you need to create a .res file to tell the server to send the custom texture files and your loading screens. I just put the map my little home test server. I purposely left the files out of my game files so I can check dl (I run fast dl bz2 format for AE Server). so I noticed that it didn't dl the dirt path texture or the loading screens. Get it to do that and I'll put it up on the AE Server and see what kind of play it gets.
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11-23-2007, 05:26 AM | #24 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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use bspzip for custom textures and just embed them into the bsp itself.
this does not work for loading screens. |
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11-23-2007, 09:25 AM | #25 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Is it just me, or does anyone else enjoy the confusion non-ctf maps seem to generate when people who seemingly haven't played anything but ctf try them? Always makes me smile for some reason...
Anyways, for those not familiar with the warpath style of play, here's a quick run down of the map: 2 teams 5 command points (each team starts with their first cp owned) Capture points in sequence (typically blue 1 through 5, red 5 through 1) - no flag required Flag on CP denotes ownership status only (no flag - not owned yet) Newly captured points disabled from enemy capture for 15 seconds All points captured - round resets Scoring: 200 fortpoints per individual cp 1000 fortpoints/30 teampoints for final HUD: Shows CP ownership and disabled status
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11-23-2007, 11:25 AM | #26 |
Join Date: Oct 2007
Posts Rated Helpful 0 Times
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Ok, sorry about that RES file issue, have now updated zip to include res file...
Also updated links. Once you work out it's warpath style, it becomes v simple... I think you'll find alot of trimping possible, and easy to get upto cmd 2 / 4 because of all the slopes to bounce off and up... Just play around and you can really have some fun |
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11-23-2007, 08:40 PM | #27 |
Join Date: Oct 2007
Posts Rated Helpful 0 Times
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all sorted
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11-24-2007, 02:04 AM | #28 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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I hate when peopel wander around looking bored then dismiss the map because they can't be bothered to figure out the new game type.
I mean, a warpath style map should be easy enough, but sometimes you really gotta cram the necessary information down a players throat. Fortunately, being able to put dynamic icons on the hud, and give players spawn messages and stuff really helps with that.
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11-24-2007, 02:21 AM | #29 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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use the loading screen to your advantage...explain the map as best you can there so that people know what they are joining!
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11-25-2007, 10:54 AM | #30 |
Join Date: Oct 2007
Posts Rated Helpful 0 Times
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New loading screen implemented
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11-25-2007, 03:40 PM | #31 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Do I need to download the whole zip again or do you just have the loading screen?
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11-25-2007, 03:53 PM | #32 |
Join Date: Oct 2007
Posts Rated Helpful 0 Times
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just a new loading screen... BSP is the same (if you want it just ldoad again, file isn't very big)
For servers make sure you have the .res file I've included Lets arrange a play sometime |
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11-26-2007, 12:32 AM | #33 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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I'm down...just let me know when and where!
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12-06-2007, 08:23 PM | #34 |
OHH! OHHH NOOO!
Wiki Team
Beta Tester Join Date: Mar 2007
Posts Rated Helpful 0 Times
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I played it and wasn't very happy with how easy it was for a solly to cap the last two points. He can cap it before the opposing team can cap point 2/4
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