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Old 02-25-2007, 07:32 AM   #21
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give me some ideas for gameplay, maybe i can make:
  • ff_ctf_heights
  • ff_push_heights
  • ff_rctf_heights
  • ff_dd_heights
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Old 03-06-2007, 03:12 PM   #22
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looks nice...

classic ctf for the win!
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Old 03-06-2007, 06:58 PM   #23
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Now that I've actually looked at all the screens, here's my evaluation:

I dig the map layout, architecture and outside areas - but I'm not really feeling the inside texturing and perhaps some of the brushwork. It seems pretty plain. Might I recommend some sexy texturing, or upside-down trapezoids on walls, or something to make it spicier?
I don't like the bunker's ceiling either - stick some pipes on it and/or change the texturing.

The water tunnel is also pretty plain. Pipes? Holes that go up to the sky? Hanging lights? I'm sure theres somethin'

Textures and some design aside, it looks to be a great developing map.

I really want to encourage you to do a non-traditional gametype. The worst that could happen is it doesn't play well and you flip the base and have a traditional game type.

What about a king-of-the-hill sort of thing? What if there were 3 bases and.. uh.. something!? Perhaps there is one human team and bots are attacking the base? You could make it so one team defends the tower while two try to attack - one regular team, one sniper/spy team? I'm sure theres something spunky you can do.

..and for those of you blabbing about lake, i'll update it when my SDK is working again. i don't want this thread derailed any more.
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Old 03-07-2007, 01:37 AM   #24
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The architecture looks good, even if a bit conventional.
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Old 03-07-2007, 02:05 PM   #25
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My vote goes to CTF or epicenter type of take the flag to enemy base thing.
But I'd be more happy if it would be the RCTF thing
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Old 03-09-2007, 10:34 AM   #26
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Quote:
Originally Posted by Donny
My vote goes to CTF or epicenter type of take the flag to enemy base thing.
But I'd be more happy if it would be the RCTF thing

what is the difference between take the flag to enemy base or RCTF

ctf: take flag out of enemy base to your base, rctf whould be take the flag from your base to the enemy base?

but i have another suggestion based on king of the hill:
(1vs1)vs1

(1vs1) = 2 teams cooperate to enter the 3rd team's base, but once they have the flag out of the enemy base it will become 1vs1vs1

i know this will be hard to balance, but i'll try my best.
if it doesn't work out that well i can also do 2vs1, if one of the 2 teams scores the other team gets points to.
the team that captures the flag gets 3 points, the other team 2 points.
flag returns get 2 points for the defending team.
if the score reaches a specific amount teams switch, 1 becomes 2, 2 becomes 3 and 3 becomes 1.
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Old 03-16-2007, 05:39 PM   #27
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a view on the yard from the tower.


inside the base, still terrible lighting!


a view from inside the base to the conc entrance, wich is actually the main entrance to get in, it's the shortest, and defenatly fastest, but also smallest, so easy to defend with HW's, Soldiers and SG's.

the lower routes are wide open hallways, with 3 huge elevators, operated by HAND!
die, and the elevator goes down again.


here is one of those hallways.

same hallway, view from other side.




and this is one of the 3 elevators. (the smallest)

same elevator.

More screens here
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Old 03-16-2007, 06:01 PM   #28
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:O That is simply amazing!!
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Old 03-17-2007, 03:26 AM   #29
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The inside looks pretty cool.
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Old 03-17-2007, 06:50 AM   #30
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is that the slowfall elev
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Old 03-17-2007, 07:24 AM   #31
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Quote:
Originally Posted by Beetle
is that the slowfall elev
momentary_rot_button and func_movelinear

but if you want to be faster you can use the ladders

and for coming down, you can jump from bar to bar.
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Old 03-17-2007, 08:32 AM   #32
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I hear the source engine has bad sync when it comes to platforms, how does the elevator work on a somewhat big ping (~200)?
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Old 03-18-2007, 08:11 AM   #33
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Quote:
Originally Posted by Agret
I hear the source engine has bad sync when it comes to platforms, how does the elevator work on a somewhat big ping (~200)?
search the forums and find the answer. the dev team said they whould fix the bad sync.

it also occurs in sp if the speed is bigger than 100, but the elevators here are really slow.

and if they don't i can still replace them by windtunnels
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Old 03-18-2007, 05:55 PM   #34
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I really dig the entrances to your tunnels - the arches look very well done and very Fortress Forever. congrats!

Shot 1/3: The yard looks cool - very nice that its multiple levels and so varied. I think the fall leaves decals look out of place with the green grass. Some lighting is definitely necessary in the darker places, but youve indicated that you already know that.
I don't get the green-window-hump building thing. You said its an entrance, which is groovy, but I think it looks very out of place with the rest of the base - make it parallel the textures/theme of the tower itself, so they look like part of the same base. The hole arch doorways look out of place with the rest of your design/architecture.

Shot 2: I hate to be a downer, but I have several issues with the inside of the base. First, doesn't it eat up your processor to have such a complex inside? Second, the architecture of the columns/levels with the fence seem very basic. What happened to the smooth FF style you had outside and with the arches? Third, the inside just seems unfortressy. I mean, handrails? Columns? There are few fortress maps which have so many of these things - and its because they don't jive well with the fast-paced fortress style. I think a 4-level open inside room is a fantastic idea, but there are much more pretty, fortress ways you could design it - maybe open the top to the sky, or make each level a 'step' up from the one below, or remove most of the columns, or put in wider walls to hide behind, remove the random crate, change the shape of the room, etc.

Shot 4/5/7: Great design on the arches, excellent choice of textures for the wall/celing. Those boxes will definitely spice things up as well.

Shot 6: The elevator shaft is way too dark, and its hard to evaluate it because of that. As for the turning-the-crank-while-it-raises thing, I wonder if that will slow gameplay down too much? Remember, this is fast-paced FF.

Other Shots: Shot021 is good - nice architecture on the top half of the room, very stylish, very FF. Good lighting, though a little dark. On shot 013, mix up the texturing on top of the bunker outside - looks very repetitive.

Sorry to be so hard on you, but I think your layout is great, most of your architecture is rockin'. However, there is definitely work to be done to suit it more to FF. I hope people will be this detailed and hard on me when I release more shots
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Old 03-19-2007, 11:36 AM   #35
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let me first explain the setting of the bases. it is actually 1 big base, 1 team has managed to capture the base, the 2 other teams are in battle for that base. the only thing that they have to do is bring their flag in, and the enemy flag out, so when that is done, those 2 teams will be switched, while the third team stays at position.
so it will be a constant battle for changing flags!

2 flags (yellow and red) have to be moved inside, while the blue flag has to remain where it is. blue can only return their own flag, while red and yellow can move their flags in and take the blue flag out.


Quote:
I wonder if that will slow gameplay down too much? Remember, this is fast-paced FF.
it has to slow down gameplay, it whould be to easy to take that elevator and be up in a second. there are 2 other elevators for that, but they are a little more dangerous to take. beside that, there are ladders on the side of the shaft.

Quote:
First, doesn't it eat up your processor to have such a complex inside?
this is source where we are talking about! the outside is eating more of my cpu than the inside, complex brushes are not the problem, complex shaders are what cause fps drops.
and areaportals are really a present of the godss!

Quote:
Other Shots: Shot021 is good - nice architecture on the top half of the room, very stylish, very FF. Good lighting, though a little dark. On shot 013, mix up the texturing on top of the bunker outside - looks very repetitive.
thats a part that i took out and replaced with new flagroom. (see gallery on sgware.net)

Quote:
I think a 4-level open inside room is a fantastic idea, but there are much more pretty, fortress ways you could design it - maybe open the top to the sky, or make each level a 'step' up from the one below, or remove most of the columns, or put in wider walls to hide behind, remove the random crate, change the shape of the room, etc.
i needed some inspiration when i was making that room and i probably looked at the wrong game (black mesa), but i think i have some better ideas now.


Quote:
Sorry to be so hard on you
why? i can only make good maps with good feedback since i can't playtest anything yet

Last edited by stino; 03-19-2007 at 06:04 PM.
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Old 03-20-2007, 07:45 PM   #36
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Quote:
Originally Posted by stino
complex brushes are not the problem, complex shaders are what cause fps drops.
It's usually the other way around.
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Old 03-21-2007, 12:31 PM   #37
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Quote:
Originally Posted by Nezumi
It's usually the other way around.
seems that my 3d card has more trouble to render a single dev textured box (50fps)with water inside than to render the inside of my base (128fps)
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Old 03-21-2007, 09:25 PM   #38
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Well, water is like 18 different shaders all at once I guess
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Old 03-24-2007, 09:02 AM   #39
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so water is a COMPLEX shader
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Old 03-27-2007, 01:11 AM   #40
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No, water is several complex shaders.
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