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Old 06-21-2015, 05:07 AM   #1
Fat-Suzy
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ff_2fat

Hi guys,
I made a map... this is still very much a work in progress, but im happy enough with it to release for beta testing.

Security controls lasers & drawbridge.

Please let me know what you guys think needs to be bigger / smaller / longer / shorter etc... I do plan on changing the following already:

Add ramps to cap point.
New flag and cap point models.
Add ladder to battlements on ramp-room side.
Redesign midmap (maybe add a center island).
Retexture everything
Add signs

Some Pics:




Download:
http://suzysworld.site.nfoservers.co...at_b12.bsp.bz2
http://suzysworld.site.nfoservers.co...at_b12.lua.bz2

Feedback please? =)
-Suzy

Last edited by Fat-Suzy; 06-28-2015 at 02:46 AM. Reason: Updated download links
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Old 06-21-2015, 08:45 AM   #2
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Lighting makes a pretty insane visual improvement to any map, as I'm sure you know. But it also goes a long way in helping a player judge depths and distances, corners and angles and such, so even some basic lighting would be useful for play testing. It's also a little easier on the eyes, I think playing on full bright maps for too long can put a strain on them.

Edit: I never could get homie to light any of his dumb maps, which is a shame because they really probably would look quite nice.
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Old 06-22-2015, 11:51 PM   #3
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As FDA said, lighting is extremely important piece of the map.

http://www.tophattwaffle.com/lightin...cks-and-hints/
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Old 06-26-2015, 02:01 PM   #4
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Okay made a few adjustments so i thought i'd update you guys.
Completely new midmap design, carved new ramps for sec and ramp room, added a ladder to battlements and changed a bunch of textures.

I also added some basic lighting which i am yet to position and color properly... there will also be models added for light sources (im still learning all this mapping stuff).

Also added cubemaps everywhere.

Some Screens:





One thing i would like to know... is it possible to disable detpack placement in certain areas, akin to the nobuild resctricted areas enforced upon engineers? After a few playtests i realised my entire flagroom is vulnerable to offense detpacks.
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Old 06-28-2015, 02:45 AM   #5
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Updated to b12, a few minor tweaks, new doors added some signs, areaportals and a couple of hint/skips.
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Old 06-30-2015, 08:43 AM   #6
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Quote:
Originally Posted by Fat-Suzy View Post
One thing i would like to know... is it possible to disable detpack placement in certain areas, akin to the nobuild resctricted areas enforced upon engineers? After a few playtests i realised my entire flagroom is vulnerable to offense detpacks.
I think, not 100% sure tho, that if you do a trigger_ff_clip set to block_buildables that will include detpacks

http://www.fortress-forever.com/wiki...rigger_ff_clip

edit: or, block_buildableweapons
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Old 06-30-2015, 08:46 AM   #7
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oh wait, I think that wouldnt do what you want, would force det to clip in the upper area and look stupid probably
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Old 06-30-2015, 08:51 AM   #8
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well, I checked and nobuild doesnt check for detpacks which surprised me
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Old 10-27-2015, 05:40 AM   #9
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Dont carve

Not sure if when you said you were carving you meant that you were using hammers carve feature. If so that is a bad idea. Interlopers has a ton of great mapping articles on this and many other points.
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Old 10-27-2015, 08:04 PM   #10
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Quote:
Originally Posted by Jay Mofo Mills View Post
Not sure if when you said you were carving you meant that you were using hammers carve feature. If so that is a bad idea. Interlopers has a ton of great mapping articles on this and many other points.
Yes, please do not carve.
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