03-24-2006, 12:02 PM | #41 |
Join Date: May 2005
Location: Newcastle Upon Tyne, England
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The outside bits look REALLY nice but the inside needs alot of work :/
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03-24-2006, 12:37 PM | #42 | |
Join Date: Jan 2006
Location: United Kingdom
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And to do with the map, it really does look fun and i will enjoy playing on it. Nice wide open spaces so more chance of running away from HW's & extreme spammers. Last edited by o_paft; 03-24-2006 at 03:18 PM. |
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03-24-2006, 12:37 PM | #43 |
Join Date: Mar 2005
Location: Europe
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Just out of interest Paft, what are your computer specs?
I have seen you on a Jolt server before anyway... |
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03-24-2006, 12:40 PM | #44 |
Join Date: Jan 2005
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I used to play TFC on a P2 233 with a Voodoo3 3000 on 56k. Something must really be borked with it (granted Steam raised the system requirements).
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03-24-2006, 12:47 PM | #45 | |
Join Date: Jan 2006
Location: United Kingdom
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Specifications: PIII 863 MHz 512 MB 80BG I do have a Nivida Ge force 4 5200xt 128mb (but I've removed it as I'm not sure it's working.) And yes i know what your thinking 'Oh thats just right for TFC' Well it isn't for me. When i ran tfc its was barely playable. Well not at all actually. Extremely slow. Just so you know what i mean it will be like trying to play HL2 on the same specs. Now imagine how tfc would run. And its nothing to do with connection as I've tired it in LAN with bots and tweaks. Last edited by o_paft; 03-24-2006 at 03:19 PM. |
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03-24-2006, 01:20 PM | #46 |
Join Date: Jun 2005
Location: Brum.
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Nice map, when I get home im gona go rip round it, sadly ill have to make you own TF sounds.
HU HU HU BLEEP HU HU HU BLEEP HU HU HU BLEEP HU HU HU BLEEP-PUMFH GAH HU HU H GAH HU HU |
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03-24-2006, 04:15 PM | #47 |
Join Date: Feb 2005
Location: Belgium
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why did i get in one of those glass pipes when i pressed a strained glass window with the picture of gordon on it?
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03-24-2006, 04:16 PM | #48 |
Join Date: Jun 2005
Location: Yorkshire
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There's naught wrong with the specs... Although having a working video card would be useful, no?
I play HL2 at a steady 40-60fps and I only have 512mb of RAM. |
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03-24-2006, 04:30 PM | #49 | |
Join Date: May 2005
Location: Oxford, UK
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There's also a maybe semi kinda useful use for it: an offy engineer could get in there and set of some emps to take out pipe trap / sg / defenders that are close by to the column. But basically, it's purely for prematch entertainment! |
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03-24-2006, 04:37 PM | #50 |
Join Date: Feb 2005
Location: Belgium
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lol, and your cam's arent working? in both bases i see the team logo
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03-24-2006, 04:41 PM | #51 | ||
Join Date: May 2005
Location: Oxford, UK
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Quote:
Quote:
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03-24-2006, 05:41 PM | #52 |
Join Date: Jun 2005
Location: Brum.
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nice map, few crits.
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03-24-2006, 06:11 PM | #53 |
Join Date: Jan 2006
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Cheers for the input Fresh.
1. The bottom hallway will be a rarely used route, so we haven't put much effort into it yet. Those particular textures look a lot better together when set to high texture detail, I've never even looked at that area with medium texture detail before. 2. Well spotted on that glitch. Hammer has been resisting all attempts to fix it so far... 3. This is related to what eat said previously. We're going to use a func_areaportalwindow to block the visibilty. From where you are standing in that 3rd screenshot, the window will be totally opaque. As you conc across the map, it will smoothly appear to become more and more transparent, until it's as clear as it is now. We've got this all working in test compiles currently. |
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03-24-2006, 08:51 PM | #54 |
Fortress Forever Staff
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This map has really great areas for FF's movement styles.
You know in my recent dev journal where I talked about how fun the FF movement is, and how I'll open maps and easily spend up to an hour just jumpin', trimpin', skiing (but I meant to say "sharking"), and whateverin' all over the place? Yeah, this map is one of those maps that I've done that on. I was concin' all around the yard...concin' over to the base, sharkin' to that ramp, and then bunny hoppin' up into the base. And those rocks in the yard also provide some good trimping. Good times. |
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03-24-2006, 10:43 PM | #55 |
Useless
Retired FF Staff
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You guys should really just release a demo with all the existing movement code in place so we can try it out with HL2DM to test maps on. That would be fucking awesome.
__________________
Look at all those dead links. |
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03-25-2006, 03:18 AM | #56 | ||
Join Date: Dec 2004
Location: Melbourne
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Quote:
wait nm! Quote:
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03-25-2006, 11:26 AM | #57 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I love the way you've got a whole theme going with the teal glass and trim and everything. It's totally awesome when a map has a theme like that goin' on. That said for gods sake ditch the goofy striped texture. Lordy.
Also, have you considered using a different color of glass in the red base? Like maybe something kinda orangey. Anyway I can't wait to play this. |
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03-25-2006, 05:43 PM | #58 |
Join Date: Feb 2005
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Last edited by o_bokko; 03-25-2006 at 05:50 PM. |
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03-25-2006, 06:57 PM | #59 | |
Join Date: Feb 2005
Location: Belgium
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03-25-2006, 07:44 PM | #60 |
Join Date: Jun 2005
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is the air life meant to be one way?
if so then it needs to be stronger because you can easily run towards it, crouch as your falling and airstrafe into the corridor below |
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