Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

View Poll Results: What version of daytime do you prefer for amped?
the dark night theme with the moon 60 73.17%
the day theme with the sun 10 12.20%
nothing , because both sucks. 12 14.63%
Voters: 82. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 05-01-2006, 02:43 PM   #481
o_ambex
 
o_ambex's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Amped has gone gold.

Beta3

This is the changes:

- The inside base have been update with new team colour textures
- The fps drop areas have been optimized
- The outsidea area have been updated fully
- The inside area contains now almost ladders to each level
- The battlements and the sniperbattlements is bigger now
- There is a skybox with fog
- There is a light environment change to more brighter light outside
- There is sprites on lamps
- There are new models instead of old models
- Some areas is conc friendly
- Almost every area is sg friendly
- The bridge outside have been updated
- There is a resupply under the flagroom floor now.
- There is rock formations in some areas sticking out of the walls
- There is a new small place to get on in the Inner tunnels
- Bugs, errors, other crap have been fixed
- Alot of lag is gone from the yard

Stand by for the download later..

I guess it all makes sence now

Last edited by o_ambex; 05-01-2006 at 02:48 PM.
o_ambex is offline   Reply With Quote


Old 05-01-2006, 03:47 PM   #482
o_sh4x
 
o_sh4x's Avatar
 
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
If you need a host let me know.
o_sh4x is offline   Reply With Quote


Old 05-01-2006, 09:24 PM   #483
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
So this version of the map'll have the textures zipped into the bsp, right?
o_nezumi is offline   Reply With Quote


Old 05-02-2006, 10:52 AM   #484
o_ambex
 
o_ambex's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Yes, with a program it will be zipped and then be one bsp with all including, i guess even the sky.
o_ambex is offline   Reply With Quote


Old 06-03-2006, 11:34 AM   #485
o_ambex
 
o_ambex's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Hi!

Sorry for the delay of the release... I have found some bugs that still needs to be fixed in beta 3. But it's getting closer!

However, here is some new screenshots

-> sliding doors <-



new exit



something new

o_ambex is offline   Reply With Quote


Old 06-03-2006, 06:01 PM   #486
o_paft
 
o_paft's Avatar
 
Join Date: Jan 2006
Location: United Kingdom
Posts Rated Helpful 0 Times
Yeeah!
o_paft is offline   Reply With Quote


Old 06-04-2006, 08:40 AM   #487
o_geokill----->
 
o_geokill----->'s Avatar
 
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
Finally good job on the team coloring
Sliding door necessary? I say remove it, just gets in the way.
I still think it is too cramped, its' going to have way too many choke points
o_geokill-----> is offline   Reply With Quote


Old 06-04-2006, 08:41 AM   #488
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
Buildcubemaps!

Lol, just hassnlen' ya. It looks great. I look foreward to playing it.
o_nezumi is offline   Reply With Quote


Old 06-04-2006, 01:34 PM   #489
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Why everybody is having a fuzz with the team colours?! The mod when released, will have better if not best team coloured textures.

And now to the map:
Ampex! Chainge the rails into models! Seriously! I have said this too many times! You are killing me with the block rail thing!
*I didnt mean to be rude, but the model rails will look 2335 times better.*
o_donny is offline   Reply With Quote


Old 06-06-2006, 05:58 AM   #490
o_wunder
 
o_wunder's Avatar
 
Join Date: Dec 2005
Posts Rated Helpful 0 Times
if every map has the same openess, the same lack of choke points, they will all play similarly. i like how this map is inside a whole lot, the gameplay will change and will be tougher!

change is good!
o_wunder is offline   Reply With Quote


Old 06-06-2006, 01:53 PM   #491
o_ambex
 
o_ambex's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
The team colour textured sewer!

And.. I hopes that this area wont be too sg friendly as there are many places to build it on.. But i think it will be very fun!! I love when there are
thousands of sentry guns.. guarding the base, but that's just meh

o_ambex is offline   Reply With Quote


Old 06-06-2006, 04:52 PM   #492
o_sh4x
 
o_sh4x's Avatar
 
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
It think it would be better as a cs map imho.
o_sh4x is offline   Reply With Quote


Old 06-06-2006, 06:30 PM   #493
o_ambex
 
o_ambex's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Sh4x
It think it would be better as a cs map imho.
whY do you think so?
o_ambex is offline   Reply With Quote


Old 06-06-2006, 06:31 PM   #494
o_luminous
 
o_luminous's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Sh4x
It think it would be better as a cs map imho.
qft
o_luminous is offline   Reply With Quote


Old 06-06-2006, 07:17 PM   #495
o_player
 
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
The theme would suit CS: S, but the layout at the moment is a no go. With a reworked layout then yes, but not right now. Anyway, I think this is going to play good with TF style gameplay; there might not be much concs or special manoeuvres One can pull, but there will be some fun dming there
o_player is offline   Reply With Quote


Old 06-06-2006, 07:38 PM   #496
o_sh4x
 
o_sh4x's Avatar
 
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Ambex
whY do you think so?
Cause there are lots of details and things in the way. I think it could play well in CS:S with some minor modifications. There are just too many things to get stuck on for FF imo. Rails, ladder, support for the ceiling etc... I don't think it's a good thing to have all those objects in a small cramped room like that for FF.

Would be nice to have a CS:S server for people on this forum... we could try your map in it lol.
o_sh4x is offline   Reply With Quote


Old 06-07-2006, 10:43 AM   #497
o_ambex
 
o_ambex's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Sh4x
Cause there are lots of details and things in the way. I think it could play well in CS:S with some minor modifications. There are just too many things to get stuck on for FF imo. Rails, ladder, support for the ceiling etc... I don't think it's a good thing to have all those objects in a small cramped room like that for FF.

Would be nice to have a CS:S server for people on this forum... we could try your map in it lol.
Ok..

I think t his map is good for sniper class since there are many places to snipe from.. The worst class for scout i guess.

Thanks anyway good that you have this idea..
o_ambex is offline   Reply With Quote


Old 06-07-2006, 01:50 PM   #498
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
If I'd see a screenshot without knowing anything from this map I wouldnt even include CS:S inside why "What would it be for?" list.
o_donny is offline   Reply With Quote


Old 06-08-2006, 08:19 PM   #499
o_ambex
 
o_ambex's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Ok guys I have a problem with the damn map

First of all after the sdk update my models render strange in camera view (like they have been cutted).

Next, when I try to compile the compile times differens if you compare with the latest sdk update before you got it.

And third, the map is almost done and I know i have delayed it many times and all that but it's almost done but one thing wont let me release it here.

It's the sky problem! When I compile with the correct sky (sky texture is grimmnight) it wont show up ingame and instead of the sky above the map there is normal black hl2 void. I get hammer errors everytime i compile my map with the sky texture even if i leave the sky field on blank it doesn't help.

Well... what more do i need to say ?

Hm.. this sdk update have something to do with video drivers because i know that everyone who have ati cards with ati drivers hammer reacts on those problems I get.

We will have to wait for next update of the sdk. I'm really glad all about hammer editor but these new experiments with hammer and valve doing it shit i'm getting really annoyed about this.

Can't they fix the damn hammer someday?

sometimes I feels like.. I don't like it.. ugh.. yeah, wack.

EDIT:

No it's me, I was wrong. The sky works as you see.. I had grimmnight.tga's instead of other vmt's file formats in the skybox folder. I'm dumb.

Here you see the battlements, tuned up, fresh, pimped, new and ready

more screenies of the red base you never seen will show up later..

It's all about time you know..

Well, here.. something new for you

look


Last edited by o_ambex; 06-08-2006 at 10:30 PM.
o_ambex is offline   Reply With Quote


Old 06-09-2006, 05:52 AM   #500
o_osiris
 
o_osiris's Avatar
 
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
Omgz 500th post in this thread. WIN!

Looks good I'd say, but i liked the day version better.
o_osiris is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 3 (0 members and 3 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:59 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.