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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 12-21-2007, 02:58 PM   #1061
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I totally agree with ya nod!
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Old 12-21-2007, 05:54 PM   #1062
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What about ff_2fort?
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Old 12-22-2007, 05:25 AM   #1063
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I think he should keep the name.
Like ff_crossover different but that doesn't mean it should have a different name.
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Old 12-29-2007, 11:37 AM   #1064
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remakes means that some things have to be revisioned, look at well, that should be ff_dev_well then, untill someone remakes it exactly like tfc?

i made this changes becouse of the long discussions in this thread about how bad the gameplay was in the original badlands, and i still dont know why you dont like the elevator, its an alternative escape route, but the risque of getting shot is bit bigger, or at least as big as going right through the crowded front door ...

and the elevator stopping in the middle of the pipe, thats a bug :P
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Old 12-29-2007, 11:48 AM   #1065
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Are you close to a final version? I would love to put the final up. Been stuck on the ff_badlands_beta6 for a good while.
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Old 01-02-2008, 10:29 AM   #1066
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I tried it the other day and it plays very similar to the TFC version, wich is good, because badlands was always one of my favo maps.

The only thing that bugs me is the midmap, but I can't quite put my finger on what's wrong...
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Old 01-02-2008, 02:12 PM   #1067
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Quote:
Originally Posted by stino
remakes means that some things have to be revisioned, look at well, that should be ff_dev_well then, untill someone remakes it exactly like tfc?

i made this changes becouse of the long discussions in this thread about how bad the gameplay was in the original badlands, and i still dont know why you dont like the elevator, its an alternative escape route, but the risque of getting shot is bit bigger, or at least as big as going right through the crowded front door ...

and the elevator stopping in the middle of the pipe, thats a bug :P
It's not that I don't like the elevator, I just think it should only be able to be used by the enemy team. If it were like that, I wouldn't accidentally fall down it every time, or maybe put a button opposite of the ladder in the pit to make the elevator go up and down. Right now, the idea for the elevator isn't complete, it needs to be better.
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Old 01-08-2008, 06:09 PM   #1068
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if you fall on it, run to the side, you have time enough.. if not, then you are to slow to play FF :s
i never dropped down the elevator by accident.

and the midmap, cant think of anything thats different, i decompiled and placed my displacements around the old brushes so it should be the same dimensions, only the cliffs may be a bit higher.
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Old 01-08-2008, 07:10 PM   #1069
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I'm currently on ff_badlands_beta6. Any info on a final? Personally I think the map works fine just like it is.
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Old 01-08-2008, 09:28 PM   #1070
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no its not fine at all there is a huge bug where you can build sg's under the ground in the yard right outside main bottom door right where the 1st right turn is. and im sure there are others.
but i would love to see this finished its been months since any news on whats going on with this map.
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Old 01-08-2008, 10:01 PM   #1071
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I'll have to check that out. So it has that aardvark thing going on.
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Old 01-11-2008, 10:35 AM   #1072
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nothing is going on, i'm to busy and this map takes ages to compile. i'd like to have all bugs worked out in hammer (the bugs in beta6, some bugs i know of aren't even reported by players) and the sg under displacement, well thats a FF problem isnt it? every map has problems with displacements, look at well ...
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Old 01-11-2008, 07:43 PM   #1073
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well i was just making sure everyone is aware of it maybe you can just put no build zone i dunno im not mapper
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Old 01-19-2008, 04:29 AM   #1074
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badlands

we need it. Valve is working on it, and they turned it into a CP map. people may come to FF because they are sick and tired of stupid CP maps, and they want the orginal badlands. Please someone, get on badlands!!!
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Old 01-19-2008, 04:43 AM   #1075
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Well, three things.

1. Wrong section XP

2. http://www.fortress-forever.com/foru...927#post313927

3. A CP MAP?!?! WTF VALVE? AGAIN? IS HUNTED GOING TO BE A CP MAP TOO?
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Old 01-19-2008, 05:05 AM   #1076
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Quote:
Originally Posted by Desyphur
Well, three things.

1. Wrong section XP

2. http://www.fortress-forever.com/foru...927#post313927

3. A CP MAP?!?! WTF VALVE? AGAIN? IS HUNTED GOING TO BE A CP MAP TOO?
I think his mean is make it an official map.
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Old 01-19-2008, 05:10 AM   #1077
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when is it going to be released with an offical patch?
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Old 01-19-2008, 05:30 AM   #1078
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Naw, Stino is doing a good job at it
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Old 01-19-2008, 02:30 PM   #1079
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Quote:
Originally Posted by Desyphur
3. A CP MAP?!?! WTF VALVE? AGAIN? IS HUNTED GOING TO BE A CP MAP TOO?
I heard that they're planning on changing 2fort into a CP map, too.

Not really, but that would make me laugh. And cry. Mostly cry. *sob*

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Old 01-19-2008, 04:02 PM   #1080
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I'm glad it will be a CP map. TF2 just doesn't play well on CTF maps. That is, TF2 doesn't play well on defensive CTF maps like 2fort, and TFC's badlands was pretty darn defensive.
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