07-30-2007, 12:03 AM | #61 |
Join Date: Jul 2007
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The only thing the map really needs is a good system for the neutral flags. I think it should require a timely effort to retrieve flags from it. This way you can contest who gets the neutral flags.
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07-30-2007, 09:18 AM | #62 |
Join Date: May 2007
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I really wouldn't change too much about the map - it's pretty good as is. I don't mind replacing the elevators with ladders and/or stairs personally. I don't think I'd want to see the battlements connected at all. I think the old side stairway in the yard is a little silly. A teleporter to spawns might be nice if done propperly. I might recomment instead of moving the flags (if your hope is to stop wall splash damage) instead indent that wall behind the flags a little. By doing this you'd keep old game play like sg placements and defensive positions of Soldiers and HWs... you'd be creating a less extreme change to the map.
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07-30-2007, 10:37 AM | #63 |
D&A Member
Join Date: Mar 2007
Location: Europe
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I agree with Waffleface; the neutral flags do need a change.
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09-26-2007, 03:42 PM | #64 |
in-game as Dr.Ainpipe
Join Date: Sep 2007
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Do you think we might see this map implimented in the next patch? Or are there still some significant work to do?
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09-26-2007, 06:23 PM | #65 |
Join Date: Jul 2007
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Aye it's been a while since we last heard about this one, too.
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09-27-2007, 01:39 AM | #66 |
Retired FF Staff
Join Date: Mar 2007
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make another bag in the enemy base for spies to resup.
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09-28-2007, 09:50 PM | #67 |
Person
Join Date: Mar 2007
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Depending on what I get done this weekend, I might have it ready by next week. It really depends on the devs opinion on whether it will be included.
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09-28-2007, 10:02 PM | #68 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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I'd like to see the battlements raised. They were too easy to conc on in TFC and resulted in mostly infect and run medics which was horrible if you were playing scout.
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09-30-2007, 12:44 AM | #69 | |
in-game as Dr.Ainpipe
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Quote:
On a side note, does anyone know of any port of FF_casbah? Or even a remake of casbah? |
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09-30-2007, 09:11 PM | #70 | |
Join Date: Mar 2007
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but i still have to do the lua and the caprooms. |
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09-30-2007, 10:51 PM | #71 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
Yeah but you have done a bit more mapping than Circ, and your map is not ridiculously detailed like some of these Source mapzors. d:
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10-09-2007, 08:41 PM | #72 |
in-game as Dr.Ainpipe
Join Date: Sep 2007
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@mikequist
Did you get a response from the devs yet regarding ff_flagrun? I would love to see FF version of this, especially if it retains the 4 flag capping, wide flag rooms, middle ground, and multiple entrances. Even a beta would be nice, if you're willing to leak it. |
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10-09-2007, 10:22 PM | #73 | |
SoBe Yourself
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Location: Russellville, AR
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Quote:
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10-09-2007, 11:29 PM | #74 | |
in-game as Dr.Ainpipe
Join Date: Sep 2007
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Quote:
If you mean casbah, that sucks to hear that. That map is so good, it's on my friend's dod server. LOL. Man, so many good maps that would increase player database if they were ported/remade. |
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10-10-2007, 10:42 PM | #75 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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Yea casbah. I'm not a great mapper especially on source. I was mostly just trying to lead the development of it but it was hard to keep people organized so it more or less was an abandoned project.
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10-22-2007, 01:32 AM | #76 |
in-game as Dr.Ainpipe
Join Date: Sep 2007
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Hey does anyone know if there's a different remake of flagrun other than mikquist's? Or any map of similar "capture 4 flags" mode?
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10-22-2007, 04:54 AM | #77 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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I know you're probably busy making this map right now, but maybe some pics would help?
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10-24-2007, 04:44 AM | #78 | |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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Quote:
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10-24-2007, 05:38 AM | #79 | |
in-game as Dr.Ainpipe
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Quote:
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10-24-2007, 06:42 PM | #80 |
D&A Member
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Yeah, there are four flags, but you get points for each one you have at your base. I think I'll give a bonus if you cap all four, because that should be pretty tough to accomplish.
I don't remember how flagrun was scored. Did you only get points for getting all the flags? I think the original flagrun can be improved a lot without changing the layout much. For one thing there's a lot of empty space that serves no purpose, yet other parts seem claustrophobic. I'd open up the middle ground, but still provide plenty of cover. That's one thing I like about the original, especially playing pyro. The neutral flag spawn is rather awkward. There's no need to put them in that tower. I've played in games where a flag returned and people forgot about it for a long time. It just sat there in the tower. One thing I really don't like is how flagrun does the exits from the midfield into enemy territory. They are these big boring wide tunnels (with an obvious curve for vis-blocking) that aren't fun to attack or to defend. I'd either find a way to make them shorter or put in some spots for defeners and sentries, making them good spots for front-line defense. Then you come out into an open area in which you have to either mulch or rush past any defenders. Sometimes it's used for first line defense, but since it's not a chokepoint, it's not often used. I probably wouldn't change this too much, because this space acts as a buffer between the offense and the flags. A little better cover and height variation would not hurt. Then you go into the flag area which has very narrow stairs and corridors. I'd definitely open these up a bit because they are prone to blocking. With cloaking, a spy could really terrorize the defense in here. The spawns are good, they are well connected to the rest of the map. There's a potential for spawn camping off the battlements, but it's not a big problem with the amount of traffic coming out. |
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