06-21-2010, 04:34 AM | #1 |
Fortress Forever Staff
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FF_Dalequandary_b2 ( October 27th )
An original map i started a few weeks ago. I just improvised geometry with the intention of making a more D friendly map, to counteract the O friendliness of catharsis. Perhaps this will be played more!! This is just a beta remember, and ill make aesthetic and gameplay tweaks as we go. It is a little complicated at first, but its really simple geometry if u get used to it. I think this will be the first map with team oriented ladders, dont let it scare you! The textures are entirely from dystopia. ( I dont condone the use of this map on pubs )
Download Link : Beta2( Newest ) : http://www.ffpickup.com/files/ff_dalequandary_b2.zip Beta1( Old ) : http://www.ffpickup.com/files/ff_dalequandary_b1.rar Last edited by Green Mushy; 11-17-2010 at 07:07 AM. |
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06-21-2010, 06:40 AM | #2 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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Looks cool. I'll see if this is played more than catharsis.
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN Last edited by moosh; 06-21-2010 at 06:41 AM. |
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06-21-2010, 09:29 AM | #3 |
shloomp
Beta Tester
Join Date: Mar 2008
Location: UHEUHEUHUEH
Class/Position: hhehehheh Gametype: uAEHUAHEHUHUA Affiliations: [S&N] [2D2C] +M|M+ ^vi Posts Rated Helpful 2 Times
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whoa.
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06-21-2010, 11:57 AM | #4 |
Tealeaf
Beta Tester
Join Date: Dec 2007
Location: Scotland
Affiliations: fo! Posts Rated Helpful 1 Times
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Played catharsis the other day, enjoyed it, this looks good too!
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06-21-2010, 05:11 PM | #5 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Use antialiasing, noob.
The textures are...drab. |
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06-22-2010, 05:19 PM | #6 |
dunkaroos
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Really fun map. Just needs a splash of some red and blue :P
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06-22-2010, 10:39 PM | #7 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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just disliked 1 thing in this map, the cliped parts where u get stoped by with no walls or anything warning you that u cant pass.
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06-23-2010, 10:58 PM | #8 |
Tealeaf
Beta Tester
Join Date: Dec 2007
Location: Scotland
Affiliations: fo! Posts Rated Helpful 1 Times
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Seconding the invisible clipped walls nuisance, needs worked on.
Not a huge fan of the connecting corridors to the flag room either, think it could be improved upon. Like the outside parts and the style though |
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06-23-2010, 11:25 PM | #9 |
Slayer of humans
D&A Member
Join Date: Sep 2007
Location: Mostly on earth though in some alt dimensions
Class/Position: I'm an Offensive Defensive person Gametype: Fortress Forever Affiliations: I'm a merc, only thing that talks is money Posts Rated Helpful 3 Times
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I haven't tied this yet, but I like big open maps.
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10-28-2010, 01:46 AM | #10 |
Fortress Forever Staff
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Download Link: http://www.ffpickup.com/files/ff_dalequandary_b2.zip
Here are pictures of the changes, and some of the explanations( with anti-aliasing! ) I know the detail is kindof simple, but im really more focused on changing the gameplay of the map atm, and i am attracted to slender metal minimalism: I decided to simplify the yard, and make it a more "land based" route. There are still side routes where you can shark and rampslide, but the most direct route is easy to see and traverse. ( the old one was kindof too wierd and didnt flow well ) Added an alcove under the T. I thought it would provide for more space when the flag is in the area, and offer the Offense some more places to dodge rockets or break line of sight to make combat more interesting. Spiral can no longer be escaped out with a ramp. The window still exists, but no ramp will lead up to, and out of, the spiral. I felt it was too easy for the O to disappear and the D cant find him traveling through the base until it is too late. I want the defenders to be able to head off the escaping flag. Opened up the lower Hallway a little bit. And put another alcove inside to give the O more places to move around instead of being funneled into blue pipes and sentryguns. The alcove has a fence that can be shot out of with hitscan weapons, and i thought this would help the O get some more damage on to either the demoman or sentrygun and create some scenarios that the D must change their setup a little bit to deal with. Just so the game doesnt stay static the whole time, and gives the O the ability to effect the D more( in both terms of forcing strategy decisions, and doing damage) Changed up the spawns a bit, and the Defenders spawn farther back, and around a corner( to defend against some soldiers doing rocket jumps and returning to their position to quickly). The spawn now exits into the flagroom, but the players will take longer to get there. This was to break some of the line of sight of soldiers as they come out of the spawn and give the O some more time to attack after they earn the T. Also, it gives a small alcove for the O to hide for combat or hiding strategy. Last edited by Green Mushy; 10-28-2010 at 02:13 AM. |
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10-28-2010, 09:57 AM | #11 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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well it certainly looks good!! The minimalist feel works really well.
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