06-21-2007, 09:52 PM | #21 |
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I grant you it isn't pure CTF, but CTF is involved.
If anything, the addition of multiple flags, and thusly multiple targets, should make you want to open the map up even more to allow many different flows of traffic. Maybe I'll take a stab at making my own version, though, just for kicks.
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06-21-2007, 10:05 PM | #22 |
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you can map?
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06-22-2007, 12:53 AM | #23 |
FF God
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Ouch ^
lol
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06-22-2007, 12:55 AM | #24 |
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no that wasnt a stab, i just havent seen him. That would be stupid of me, cuz there are plenty of things that could be made fun of to my mapping.
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06-22-2007, 02:40 AM | #25 | |
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This map would probably take me five-six months of constant work/tutorial reading/begging for help to actually accomplish with any sense of completeness.
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06-22-2007, 04:29 AM | #26 |
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Or two months of non stop work. And no, Less pathways the better...to an extent. I'll explain why.
Flagrun never really centered around the flagrooms. That's the difference between it and CTF. The flags could be anywhere. Nobody had to commit to offense or defense. You could go get a flag from the enemy base and on the way back end up running into somebody with your flag. Combat! Flags! Excitement! Now...let us say that you add another tunnel to mid yard...and another flagroom entrance. Yay you can get the flags from their places easier! Horrah! But then people end up just flying around the map as scouts and medics. The gameplay centers around flagroom flagroom traveling. No use for spies, pyros, etc. Or the middle of the map. The excitement is gone and the map become a CTF where you have to cap 4 times. Ahh lame. But MIKEQUIST! What if all the flags end up in their flagroom?! How can we get them out? You don't. If all 4 are in there, the map resets. If 3 are in there, you can focus on the one that's not. And in their attempt to get that one flag, you can go get their other ones! So... as you can see, the structure and path layout of Flagrun is very important. Adding a hall here or there can transform the game completely. Flagrun has been played for years, and it has been played well. No map allows for the versatility of classes and gameplay for pubs, nor the communication and direction of clanplay...as Flagrun will. Oh and Beetle, if that Mapping question was aimed at me, sicne we do have a previous relationship ingame, Yes. And I think I actually helped you once or twice too. |
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06-22-2007, 04:59 AM | #27 |
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where's my map?
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06-22-2007, 05:19 AM | #28 | |
Who the fuck is this guy?
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06-22-2007, 08:15 AM | #29 |
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You have a point. But I've grown more convinced as I came along.
And the suggestions have helped. |
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06-22-2007, 10:23 AM | #30 |
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Please give people attacking from the balcony (via conc/rj or the ladder on the side) a way to get into the rear of the base without going directly by the spawns. This is just annoying for both sides. You can't get in without bumping into someone with full health or that sniper you just killed, and you can't get out of your spawn without being spammed.
This is what I really didn't like about the map.
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06-22-2007, 10:53 AM | #31 | |
[AE] 0112 Ihmhi *SJB
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06-22-2007, 03:51 PM | #32 |
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Well I think there's a lot of evening out though. Sure, there was less to worry about in tfc, but the new hammer seems much easier to use, and less time consuming...maybe cuz i never went to the .5 version from 4.
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06-22-2007, 05:25 PM | #33 | |
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Dude, I've helped like every beta mapper with Lua already. Where the fuck have you been, man?
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06-22-2007, 06:46 PM | #34 |
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FF team members have already offered to help me on this exploratory LUA adventure. This will be one of the first maps to actually push and test the ease and functionality of the LUA. So we shall see.
And yeah, I've probably put in the "40+" hours you could expect in TFC and I'm about 1/4 done with brushwork lol. I'm no stranger to lot's of work in maps. I'm not rushing through this stuff at all. I spent some maybe 5 to ten hours on a stupid portion of road...realized yesterday I didn't like it, and redid it all taking more time. I won't screw your map up. You might not like it but it won't be becuase it was built badly, I promise. To the person (nezumi) who suggested a new balcony path, I might consider this after testing. I have an idea of how I would implement your suggestion if neccesary. There would be a path in the balcony opposite the spawn pathway that goes directly to the hangover balcony on the interior yard. POLL QUESTION: On the south side of the inteior yards, (the ground entrance to the flagroom being the north), in between the tunnel exit and the stairwell building, would you prefer: A: ) Rock Formations B: ) Random Building C: ) Continuation of Tall Wall That stretches the north side Included is a picture to show where I'm talking about/ Prove I'm at least somewhere http://www.mikequistmapping.info/ima...grungraph1.jpg Last edited by MikeQuist; 06-22-2007 at 07:24 PM. |
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06-22-2007, 08:01 PM | #35 | |
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06-22-2007, 08:03 PM | #36 | |
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06-22-2007, 08:04 PM | #37 |
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Haha, I wouldn't give a poll option unless I knew I could handle it lol. I just want you guys to be able to go through the map and be like "I left my mark here."
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06-22-2007, 08:10 PM | #38 | |
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06-22-2007, 08:13 PM | #39 |
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but the basics don't plz many ppl. *cough* Mike *cough*
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06-22-2007, 08:46 PM | #40 | |
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