03-30-2011, 06:29 PM | #1 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
[wip]ctf_militarybass_a1
This map is meant for smaller games. I want to give a little more offensive capability to the soldier and create more scenarios where the sniper can work cooperatively.
Battlements. The sand dunes counteract movement speeds, but give more depth to sniper fights. Following GreenMushy's rule, getting into the base is easy. Getting the flag back out is a bit trickier. I'll most likely have to add one more route(probably a Z route), and give additional Z locations for sentry placement. This is a direct route to the flag. It will most likely be priority 1 to lock down. Scout/Medic can jump off the ramp and land on the catwalk or tank. So that's the general idea so far: Close combat fighting designed for smaller servers. If you're curious and want to check it out in game here you go. I appreciate criticisms, concerns, critiques. It obviously isn't detailed yet, but I figure a WIP thread will help motivate me. Thanks. |
|
03-30-2011, 06:56 PM | #2 |
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
|
Reminds me of the keep for TFC. I like the design so far. gj.
|
|
03-30-2011, 07:09 PM | #3 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
Thanks appreciate it. Tried to find some screens of The Keep but couldn't. Hopefully update soon.
|
|
03-30-2011, 08:08 PM | #4 |
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
|
This looks pretty cool!
__________________
|
|
03-30-2011, 10:04 PM | #5 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
|
>>militarybass
looks cool tho
__________________
|
|
03-30-2011, 10:28 PM | #6 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
Yes, it's spelled correctly! No it's not the fish! Lol Hopefully players will be able to add some bass soon. Thanks though.
The new spawn room says "whats up". This is the additional Z route I was talking about earlier. Reckless scouts/medics that over jump pay the price. Concs and nades can flush out engineers- make them fall to their deaths. This path wraps around the outer edge of the base. Longer and requires an extra set of stairs, mitigating speed. Also, the path runs across the spawnroom. Next is converting the blocky shapes into more appealing shapes. Then a layer of detail to give this base some feeling and a place in the world. |
|
03-30-2011, 10:32 PM | #7 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
|
cant... wrap... head... around... bass...
__________________
|
|
03-30-2011, 10:42 PM | #8 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
very well. I wrote poem to explain
rocket go boom grenade go boom rumble rumble bass |
|
03-30-2011, 11:06 PM | #9 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
|
Looks pretty damned nice from the pics. I'll install it on my game, and run around it later and let you know what I think.
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
|
|
03-30-2011, 11:09 PM | #10 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
Thanks Iggy
|
|
03-31-2011, 01:49 AM | #11 |
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
|
layout seems decent by just running around in it. Can't tell much more without actually playing against somebody. From what I can see in your 2nd set of screenshots it looks like you've made some nice additions/changes. Keep up the good work.
__________________
Released: [ Island ] [ Rookie ] [ Limbo ] [ Sonic ] [ Tomb ] [ Skydive2 ] [ Bunkerwars ] Beta: [ Argon ] [ Reflection ] [ Urbantag ] Lua: [ game_rules ] |
|
03-31-2011, 02:12 AM | #12 |
crystaLcity
D&A Member
Beta Tester Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D Gametype: Capture the Flag Affiliations: Goodfellas Posts Rated Helpful 7 Times
|
looks like a solid map bro, i would suggest breaking up the tall walls some with a texture change or something instead of just repeating the blue stripe concrete wall all the way up but other than that i like it
__________________
83745 L0LZ ff_nyx_b2 ff_schrape_b3 ff_security_b1 ff_baked_b2 ff_reloaded_b1 ff_mulch_dm_b2 ff_oppose_b1 |
|
03-31-2011, 03:48 AM | #13 | |
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
|
Quote:
http://www.fileplanet.com/hosteddl.a...%2fthekeep.zip It's got the desert theme and tanks too lol. |
|
|
03-31-2011, 04:53 AM | #14 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
thanks
Last edited by Majesty; 03-31-2011 at 04:54 AM. Reason: incorrect smiley face usage. couldn't find high five smiley face |
|
04-03-2011, 03:49 AM | #15 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
So what's up. How was everyone's week? Got some screens
More Z play, additional choice a1.3 (download) testing helps, thanks. not on player clipping yet fyi. Last edited by Majesty; 04-06-2011 at 08:01 PM. |
|
04-05-2011, 10:02 PM | #16 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
|
crazy fly thingies!
|
|
04-07-2011, 01:32 AM | #17 |
D&A Member
Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
Class/Position: Scout Gametype: CTF Posts Rated Helpful 0 Times
|
Redid the outdoors giving ramps to each base. Things look pretty good in red! Since life is cheap in FF I decided to add more elements that kill the player. Should be fine as long as it is used sparingly. If you're good enough, you can knock the flag carrier into the hole forcing a reset. I'd love to model the sand worms and give them animations some time. Destroyed a wall and allowed sand to slide into the flag room. I think this helps hold the theme of the level together. Things slowly starting to come together... This version has working ctf game mode. Next release should have player clipping. I'll release a video of some of the possible movements and tricks next a14 ( download ) |
|
04-14-2011, 01:00 AM | #18 | |||
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
|
Quote:
Quote:
On the whole, the map looks pretty damned good! Nice work!
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
|||
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|