03-17-2013, 08:02 PM | #81 | |
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Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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Quote:
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WiFi's StreamFailure is always an option. It's a happy massacre?! (yes, yes it is!) To make most awesome thing in universe combine Bears and Nicholas Cage! and remember kids, we didn't start the flame-war! |
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03-18-2013, 12:05 PM | #82 |
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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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Not far off giving this a test as _b12. This weekend so long as I get an evening to work on it this week.
Some aesthetics I want improving but figured I'd make sure things work before spending hours on aesthetics... might want to move defence spawn entrance still R.E new defence spawn - gonna keep engy at the offence spawn. I do think it'll flow much better. |
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03-18-2013, 06:39 PM | #83 |
Nade Whore
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Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Awesommmmme
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03-22-2013, 10:59 AM | #84 |
Beta Tester
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Now i won't be able to do a slide with conc from "off" base to lift ramp , but maybe this is good. The speed i got with that was amazing and "Sg's" couldnt catch me :P
Nice work Elmo Last edited by Peketrack; 03-22-2013 at 10:59 AM. |
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03-23-2013, 10:13 AM | #85 |
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Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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Lets see if _B12 works any better....
http://www.awillden.co.uk/ff/ff_medieval_b12.zip plz let me know if I've messed up the release. Hope not. |
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04-01-2013, 09:35 PM | #86 |
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I know a pickup was played on this and I have watched the demo. Seemed to run better and the wider doorways seemed to have made a difference.
I noticed you all seemed to complain of poor fps though?! Don't know why but I'll look into it. Anyway - could those of you that played it give me some more opinions. Removal of resupply in offy spawn so cant just hide and stay alive there (demo & engi) Made the tunnel loop and come out above flag. Also put a ladder on entrance so you don't have to double jump off the lip (yes I heard your idea in the hltv demo!) |
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04-01-2013, 11:46 PM | #87 |
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic Affiliations: ( ir :: ) iv| K^ † Posts Rated Helpful 80 Times
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I only had FPS loss when the flag was in the entrance hallway. Otherwise, I thought it was pretty good.
I think the ladder on the entrance will be surprisingly helpful too.
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04-02-2013, 12:37 PM | #88 | |
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Quote:
Cool - you think the looping tunnel out above flag will be a better idea rather than just a hideout?
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 04-03-2013 at 12:02 PM. |
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04-02-2013, 04:29 PM | #89 |
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic Affiliations: ( ir :: ) iv| K^ † Posts Rated Helpful 80 Times
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Maybe, but I don't really have much experience with a spy. Pretty taboo in pickups, but in theory that should work.
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04-02-2013, 05:22 PM | #90 |
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Cool. Never said it would be for a spy tho :-p Should be useful just to distract defence in FR and provide another angle to get the SG. The initial idea was just somewhere to sit ready to grab flag on reset as there was nowhere to hide before but I think it could lend to more than that.
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04-04-2013, 07:03 PM | #91 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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Yeah a Ladder will be super helpful for the hole in the wall. I did manage to get in there a few times by double jumping off of the sewer pipe but it wouldn't be practical in a pickup/match situation.
The map seemed to play a lot better than the last time we played it. I can't really say what changed the playability, but we definitely capped a lot more on offense than I remember in previous betas. I like this map overall Last edited by ian.de; 04-04-2013 at 07:03 PM. |
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04-09-2013, 08:36 PM | #92 |
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Join Date: Jun 2007
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Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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Here we go again LOL. Tunnel extended, removed resupply in offy spawn, extended the tunnel between crossover and ramp and hoped to fix current FPS issues (more could be done to improve it but I think it should be alright now)
Don't hate me for another release just delete the last one. http://www.awillden.co.uk/ff/ff_medieval_b13.zip An issue I'm aware of is in dxlevel 81 a black shaded box appears in the sky.. No idea why. |
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06-26-2013, 01:18 PM | #93 |
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
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Really enjoying this map, looks great too, got a nice atmosphere, can tell lots of time and passion has gone into it
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Compile error: Leaf portal saw into Cluster Phuck |
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06-29-2013, 04:25 PM | #94 |
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Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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this map needs a murderhole either a activated by a switch or perhaps for throwing nades down. im thinking on the ceiling of one of the doorways.
why add one because its fun and it makes it feel more medieval like.
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WiFi's StreamFailure is always an option. It's a happy massacre?! (yes, yes it is!) To make most awesome thing in universe combine Bears and Nicholas Cage! and remember kids, we didn't start the flame-war! Last edited by WiFiDi; 06-29-2013 at 04:37 PM. |
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