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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 07-20-2005, 03:57 PM   #161
o_someoldguy
 
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Quote:
Originally Posted by stino
Quote:
Would maybe curved stairs like the lower level going from the spawn room entrance to the upper level work to "solve" this issue?
it will defenitly solve it, but i should OR make the lower hallway smaller or i have to redo the structure around there (quite complex )
I'm only a mapper-wannabe, so the big guns around here who are most assuredly experts would give you better input on that.


Quote:
---------------**OFF TOPIC**---------------------------------
does someone knows how high you can jump
stepsize= 18 units
jump = ?? units
croush-jump = ?? units
and no i don't want to know how high you can conc-jump

(its for the flag exit)
One thing additional.... I'd highly suggest that the height of the flag exit platfrom to the floor in the side room be able to be rocket-jumped by the Pyro. Pyro's get no love for their r-jump "ability" in most maps!

One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
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Old 07-20-2005, 04:07 PM   #162
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I know one of the jump heights is 48. I think?

As for the stairs: Make the stairs come forward (towards the cameraman in the shot you made showing them) or cut into the room they go into. Other options are elevator, ramp or change the structure of the area to make stairs fit in more sexily :)
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Old 07-20-2005, 04:12 PM   #163
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Quote:
Originally Posted by SomeOldGuy
Quote:
Originally Posted by stino
Quote:
Would maybe curved stairs like the lower level going from the spawn room entrance to the upper level work to "solve" this issue?
it will defenitly solve it, but i should OR make the lower hallway smaller or i have to redo the structure around there (quite complex )
I'm only a mapper-wannabe, so the big guns around here who are most assuredly experts would give you better input on that.


Quote:
---------------**OFF TOPIC**---------------------------------
does someone knows how high you can jump
stepsize= 18 units
jump = ?? units
croush-jump = ?? units
and no i don't want to know how high you can conc-jump

(its for the flag exit)
One thing additional.... I'd highly suggest that the height of the flag exit platfrom to the floor in the side room be able to be rocket-jumped by the Pyro. Pyro's get no love for their r-jump "ability" in most maps!

One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
eh, the ledges arent there but if you want i will add them
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Old 07-20-2005, 04:13 PM   #164
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You've got great skill man!
Good job with the map. I myself prefer your first texturing style. It's really nice. I'm sure that if you should deciding to change it...it would still be really nice though! You've got a got eye for this shyt!
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Old 07-20-2005, 04:25 PM   #165
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Quote:
Originally Posted by stino
Quote:
One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
eh, the ledges arent there but if you want i will add them
Well, they were "convenient" for jumping down from the upper level and getting little or no damage, as well as not getting the full effect of pipe-bomb damage when on that lower "ledge" when the flag was piped.

On D, I sometimes liked to "hide" on that upper ledge by crouching there, so you could be both a smaller "target" and also a little "surprise" for those coming up the circular stairs.

Note: they were very small so as not to effect the gameplay"
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Old 07-20-2005, 05:01 PM   #166
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Quote:
Originally Posted by SomeOldGuy
Quote:
Originally Posted by stino
Quote:
One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
eh, the ledges arent there but if you want i will add them
Well, they were "convenient" for jumping down from the upper level and getting little or no damage, as well as not getting the full effect of pipe-bomb damage when on that lower "ledge" when the flag was piped.

On D, I sometimes liked to "hide" on that upper ledge by crouching there, so you could be both a smaller "target" and also a little "surprise" for those coming up the circular stairs.

Note: they were very small so as not to effect the gameplay"
is the ledge lower than the entrance of the flag pipe?
or do you mean the 2 above the entrance (how do you get up there?)

how can you rocket jump with a pyro without burning your ass?



omg, picture 60 since the dust textures (there are about 20 of the pictures from before the dust textures )
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Old 07-20-2005, 05:28 PM   #167
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The 2 above need to be there. You can get there through concs, rockets, pipes, whatever... The ledge that's shortly below the lip of the pipe (over the exit) needs to be there as well.
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Old 07-20-2005, 05:29 PM   #168
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Quote:
Originally Posted by Etzell
The 2 above need to be there. You can get there through concs, rockets, pipes, whatever... The ledge that's shortly below the lip of the pipe (over the exit) needs to be there as well.
thx, i'll add the now
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Old 07-20-2005, 05:29 PM   #169
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Quote:
Originally Posted by stino
is the ledge lower than the entrance of the flag pipe?
or do you mean the 2 above the entrance (how do you get up there?)
From the upper FR entrance, it was a small ledge (about the length of the opening???) you could drop onto from the opening. about waist height methinks.

From memory--- The one in the middle was at the same level as the floor of the platform that went into the side room (where the ladder exited from the bottom of the flag room/pipe). It ringed the lower area from the platform around the pipe and ending in the other side of the platform.

Then again, it could have been above the exit....

You could actually drop down from the upper flag entrance on to that ledge and get little/no damage. If you landed on the flag room floor from that upper area, you took decent damage (don't recall how much -- help anyone?).



Quote:
how can you rocket jump with a pyro without burning your ass?
Same as a soldier. Point down, and jump as you fire. It's just that in the original TFC version, the jump height was about a character shoulder height maximum (that's an approximation). You took a little damage, but no different than a soldier does when he/she r-jumps...

Granted, you could do napalm jumps and gren jumps as a pyro to get some decent height, but it would be nice to accomplish a few of those smaller jumps using his rocket.

My "hope" is that in FF the pyro can get a little higher so he/she can get to some of the "almost able to r-jump" places that he/she was unable to get in the TFC version.


*EDIT*

http://sgware.team-fos.com/mapinfo/f...usttxt0060.jpg

Is that the new staircase you have in mind from the sniper's nest?

VERY NICE!!!!!!!
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Old 07-20-2005, 05:38 PM   #170
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thats indeed the stairs to the snipers nest :d

map information: (uncompiled )

solid: 2988
faces: 18231
point entities: 818 (wait untill official release with the ff entities this wil grow a lot)
SolidEntities: 199
Unique textures: 85
Texture memory: 54 MB!!!
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Old 07-20-2005, 06:34 PM   #171
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Quote:
Originally Posted by CatzEyes93
I love your work.. it looks fantabulous! No suggestions here, but then again I am normally easy to please!
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Old 07-20-2005, 06:54 PM   #172
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ledges
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Old 07-20-2005, 07:10 PM   #173
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can ya round those off with subdivided displacement faces? :x
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Old 07-20-2005, 07:14 PM   #174
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still dont like the red color..
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Old 07-20-2005, 07:40 PM   #175
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/off topic

elvis... your avatar is distracting... in a good way.
/on topic

I think you are doing a wonderful job on one of my personal favorite maps. Keep it up brah.
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Old 07-20-2005, 08:44 PM   #176
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Top ledges look a little thick tbh ;x

Also have you done the flag exit bit yet? Wondering about making little rampish things somewhere in that area that you can use to trimp up there and into the fr (but a really hard trimp to pull off).
I'm pretty sure pyro could IC jump up it in the tfc version SomeOldGuy.
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Old 07-20-2005, 09:05 PM   #177
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Yup, pyro's could IC jump there. I just want to insure that the height in the new version still accomodates it...

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Old 07-20-2005, 09:12 PM   #178
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I'd like to point out SomeOldGuy that the pyro is going to get a total revamp. There is a chance he will be able to ic jump higher then before. Just a useless thought from yours truly :P
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Old 07-20-2005, 09:35 PM   #179
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Good improvements.

Just keep those canyons tall and dusty.
And put a nice clear blue sky in there, like in the TFC version!
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Old 07-21-2005, 06:11 AM   #180
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Quote:
Originally Posted by kaMIKazE
Top ledges look a little thick tbh ;x

Also have you done the flag exit bit yet? Wondering about making little rampish things somewhere in that area that you can use to trimp up there and into the fr (but a really hard trimp to pull off).
I'm pretty sure pyro could IC jump up it in the tfc version SomeOldGuy.
the flag exit is not exacltly the same :s

Quote:
Originally Posted by Mervaka
can ya round those off with subdivided displacement faces?
?? no?
why whould you want to have round ledges?


i have an env_sun, but when i am in-game the sun doen't show up, when i go out of the world (with noclip) i can see the sun and no sky

its like the sun appears afther the sky :s


ok, fixed that, it was caused by bad skybox vtf's , i've openedand resaved them with photoshop




someone wanted water?
here it is, unter the grate, but its not deep enough to see it.



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