03-23-2006, 04:23 PM | #21 | ||
Join Date: May 2005
Location: Oxford, UK
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The front door however I think is good as it is (the wall and the archway are both metal, but only the wall has been painted with the team colours). I assume that's the bit you meant? Quote:
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03-23-2006, 04:31 PM | #22 |
Join Date: Jun 2005
Location: Yorkshire
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Lookin' really cool so far tbh. Although I also dont like the corrugated iron texture. :X
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03-23-2006, 04:55 PM | #23 |
Join Date: Mar 2005
Location: Europe
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One word: Beautiful.
Well anyway, your map looks incredibly nice. I love the lighting of the map, it looks really natural and the water you have chosen suits the outside very well, also. Just about every part of your map looks nice, I like the water entrance, looks natural and I could see myself swimming through there just to look at it The textures are all okay as they suit the map, but as with every map, you should never just choose a theme and not try out others. The layout is interesting and looks like it will play well; especially with ramps everywhere. Very fluent. You have one problem though which eat has already brought up and that is the glass room overlooking the mid map; but you say you have a fix for that so no problems there, hopefully. I am getting solid fps - 200+ everywhere inside the bases except the area overlooking the mid map where I am getting about 50 fps. I am getting about 90 - 130 fps outside. |
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03-23-2006, 05:36 PM | #24 | |
Join Date: Feb 2005
Location: Belgium
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03-23-2006, 06:02 PM | #25 | |
Join Date: May 2005
Location: Oxford, UK
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I experimented with many possible implementations, but currently the actual triggers that are used are "SetOnAndTurnOthersOff" for the cameras, and "Enable"/"Disable" for the monitors. This actually makes the monitor completely disappear when the camera system is disabled. The filler screen then shown is in fact just another brush behind the monitor (a sneaky little trick which you can just see if you watch closely at the monitor as the system comes back on). Each of the monitors remains bound to their team's camera at all times, but becomes visible/invisible as appropriate. There are of course many other ways of doing this, but this way seemed to me least succeptable to screw ups (there's no way of getting the wrong camera on either screen etc). |
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03-23-2006, 06:20 PM | #26 | |
Join Date: Feb 2005
Location: Belgium
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03-23-2006, 06:41 PM | #27 | |
Join Date: May 2005
Location: Oxford, UK
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- When your team's generator is disabled, you're team's camera system turns off. - When your team's generator comes back online, your team's camera system turns on. The enemy team's camera system is also deactivated, due to your team's radio jammer being activated That is implemented in hammer like this: Red's Button: OnIn monitor_red Disable OnOut monitor_red Enable OnOut monitor_blue Disable OnOut camera_red SetOnAndTurnOthersOff Blue's Button: OnIn monitor_blue Disable OnOut monitor_blue Enable OnOut monitor_red Disable OnOut camera_blue SetOnAndTurnOthersOff |
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03-23-2006, 07:01 PM | #28 |
Join Date: Feb 2005
Location: kidderminster, uk
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nice caes =D
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03-23-2006, 07:22 PM | #29 | |
Join Date: Feb 2005
Location: Belgium
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03-23-2006, 07:31 PM | #30 |
Useless
Retired FF Staff
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Interesting explanation for the cameras, although stino brings up a good point there - what if both generators are running? Does turning on your generator turn theirs off? What's the camera even do?
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03-23-2006, 07:57 PM | #31 | |
Join Date: May 2005
Location: Oxford, UK
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The generator (and hence laser system) is uneffected by the camera system status, so no, turning on your generator does NOT turn the enemy generator off (but it DOES turn their camera system off). It's really very simply if you just read and understand the statements in my last post. Also, just load up the map and have a look for yourself at how they all work and what they do. |
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03-23-2006, 08:17 PM | #32 |
Useless
Retired FF Staff
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My bad, should've read that bit.
You can't just tell me what the cameras do? Guess I'll have to take a look at it later.
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03-23-2006, 08:27 PM | #33 |
Join Date: Jan 2006
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Water Route
The entrance to the water route is under the semi-submerged ramp just outside the front door. It leads to a lift which brings you up into the water ramproom, on the flagroom side of the lasers. Compared to the main ramp this is a very slow route of attack, but the flag is accessible via this route even when security is activated. When your team's camera system is enabled, a live video feed of the corridor leading to the bottom of the lift is displayed on a screen in your team's flagroom. |
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03-23-2006, 08:32 PM | #34 |
Useless
Retired FF Staff
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I should start fucking reading things. Sigh. The worst part is, I skimmed over that bit.
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03-23-2006, 08:43 PM | #35 |
Join Date: Jan 2005
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Maybe change the way the camera system works. From what you are saying the team that has their generator come back up gets the camera. That means that if a team allowing the security to go down will get the benefit of the camera vs a team that is keeping the security from going down at all. Seems like the team that isn't doing as well will see the camera more, unless that is intended.
Maybe making it so deactivating the enemy security causes your camera to turn on and that stays on until the enemy deactivates your security, thus turning their camera on. You could justify it by saying that hitting the button deactivates their jammer or something. Edit: Also, I haven't played around on the map yet, but do both camers start out as off? |
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03-23-2006, 08:50 PM | #36 |
Join Date: Jan 2006
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GhOsT, yes a team whose security goes down more will get the camera more. But this is more than compensated by the fact that they lose their security, and the easiest attacking route is opened up to the enemy. Having a camera is only a minor advantage that lets you see attacks coming. Having lasers blocking off the main attack route is a huge advantage.
Both cameras are off at the start. |
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03-24-2006, 12:33 AM | #37 |
Join Date: Jan 2005
Location: Davis, CA
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Which team gets the camera in the very beginning of the match, since both generators were turned on at the same time? :S.
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03-24-2006, 01:06 AM | #38 |
Join Date: Dec 2004
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So why is there a little Gordon in the 2fort basement-like water entrance that teleports you into one of the glass columns when you click on him
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03-24-2006, 01:37 AM | #39 |
Join Date: Jan 2006
Location: United Kingdom
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I think it looks really good! you said its only a beta so plenty of time for improvements if you need to do any! That map will have quite a strange experience! It's fun to se the lazers again.
I'm getting quite exited now. I cant wait for FF release. Yet i still need a computer and HL2. I haven't even played HL2 yet and current computer cant run tfc. So I'll be awful. |
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03-24-2006, 05:12 AM | #40 | |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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Anyways, damn Wow holyshit a lot This map kicks ass A really like your style and the way you use glass or certain places. In my opinion all FF maps should follow your theme |
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