06-14-2006, 06:29 PM | #1 |
Join Date: Jun 2006
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2fortsniper
This is the holy grail of sniping maps within the sniping community, is the most played sniping map, and would just be super if you made it.
I mean all you really have to do is take 2fort, cut the bridge in half so theres no crossing, put acid in the water so no one can swim, and add the barrels (huge part to get right as an entire gameplay revolves around it) |
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06-14-2006, 08:04 PM | #2 |
Join Date: Feb 2005
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They also have to simplify the respawn.
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06-15-2006, 12:24 AM | #3 |
Fear teh crowbar.
Retired FF Staff
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Its already included in the maplist as in development and someone just created a new thread about the same map.
Really is no telling how long before its done though but I doubt it will be a priority for release, even if it was fun at times. |
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06-15-2006, 12:54 AM | #4 |
Join Date: Jun 2006
Location: NY
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It will be a "version" but no offence to him i hope its not gonna be considered the "official" one.
2fortsniper needs to have the EXACT same battlements and facial fetures as whatever the official 2fort is for the mod, so once one of the Devs makes 2fort either their gonna have to mod it, or lend the source file out to someone else to do, or some poor mapper is gonna have to do one hell of a recreation job (gonna be much harder then with the origonal) It just wont be 2fort sniper unless it has the same feel of 2fort (the one that you will be playing on over and over) but after some toxic attack/strike :P |
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06-15-2006, 01:28 AM | #5 |
Join Date: Jun 2006
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Thats very reassuring that they are making the map, I apologize for missing it and posting this thread.
I also agree with zan about it being like 2fort but we'll just have to wait and see how it plays, then im sure somone will take it in if its not up to what they want. Anyway, its bery reassuing to know atleast one sniper map will be available. Thanks for the link. |
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06-15-2006, 04:16 PM | #6 |
Fear teh crowbar.
Retired FF Staff
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Yeah, it looks kinda scrunched right now, hell, wouldn't hurt to have a wider base, means more hidey holes.
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06-19-2006, 05:15 PM | #7 |
Join Date: Apr 2005
Location: Sweden
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you can decompile maps, so its not much of a hassle if you have the dev teams map, 30 min prox? :P
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06-19-2006, 05:32 PM | #8 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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only thing decompilers are good for is changing entity variables and getting rough layouts. else theyre just fucking pants.
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06-19-2006, 10:49 PM | #9 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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A good decompiler will tell you how many units wide everything is, even if you do have to throw away all the geometry.
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06-20-2006, 04:54 AM | #10 |
Join Date: Dec 2004
Location: Melbourne
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decompiling hl2 maps is A LOT better than it was with hl1
almost perfect |
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06-20-2006, 12:11 PM | #11 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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ah, i've not tried the HL2 one before, and assumed it was just like the other decompilers for BSP based maps
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