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Old 03-30-2011, 06:29 PM   #1
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[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.
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Old 03-30-2011, 06:56 PM   #2
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Reminds me of the keep for TFC. I like the design so far. gj.
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Old 03-30-2011, 07:09 PM   #3
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Thanks appreciate it. Tried to find some screens of The Keep but couldn't. Hopefully update soon.
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Old 03-30-2011, 08:08 PM   #4
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This looks pretty cool!
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Old 03-30-2011, 10:04 PM   #5
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>>militarybass

looks cool tho
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Old 03-30-2011, 10:28 PM   #6
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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.
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Old 03-30-2011, 10:32 PM   #7
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cant... wrap... head... around... bass...
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Old 03-30-2011, 10:42 PM   #8
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very well. I wrote poem to explain

rocket go boom
grenade go boom
rumble rumble
bass
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Old 03-30-2011, 11:06 PM   #9
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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.
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Old 03-30-2011, 11:09 PM   #10
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Thanks Iggy
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Old 03-31-2011, 01:49 AM   #11
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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.
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Old 03-31-2011, 02:12 AM   #12
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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
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Old 03-31-2011, 03:48 AM   #13
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Quote:
Originally Posted by Majesty View Post
Thanks appreciate it. Tried to find some screens of The Keep but couldn't. Hopefully update soon.
Well if you have TFC installed, here's the map:
http://www.fileplanet.com/hosteddl.a...%2fthekeep.zip

It's got the desert theme and tanks too lol.
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Old 03-31-2011, 04:53 AM   #14
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Quote:
Originally Posted by R00Ki3 View Post
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.
thanks

Last edited by Majesty; 03-31-2011 at 04:54 AM. Reason: incorrect smiley face usage. couldn't find high five smiley face
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Old 04-03-2011, 03:49 AM   #15
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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.
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Old 04-05-2011, 10:02 PM   #16
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crazy fly thingies!
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Old 04-07-2011, 01:32 AM   #17
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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 )
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Old 04-14-2011, 01:00 AM   #18
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Quote:
Originally Posted by Majesty View Post
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.
That would be bad-ass! Good luck, I'd love to see that!

Quote:
Destroyed a wall and allowed sand to slide into the flag room. I think this helps hold the theme of the level together.
It looks "cut out", rather than "destroyed". Might want to mis-shape the opening, and put some debris in front of it.

On the whole, the map looks pretty damned good! Nice work!
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