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Old 01-30-2005, 12:28 PM   #1
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Rock2: Design Input

Hey guys, I'm rather new around these parts (in particular Source mapping & Fortress Forever), so just to introduce myself some of you might or might not recognise me from the Natural-Selection Forums and Snarkpit website.

I read some threads about Rock2, and I have already started my own design on a Rock2, although I'm not the most experienced with props/physics/entity functions on the new Hammer editor so I'm working on it as I progress, fortunately the map is not too reliant on terrain. I've noticed a number of people wanting tweaks and changes, and I will of course make my own, but I'm interested in others thoughts and opinions aswell, below is a few small changes I will make, please reply with your own ideas.

- There will be a platform bridge reaching right across the water on the lower deck.

- There wil be a higher/ventilation access to the key rooms.

- Spawns will be shifted slightly so there is better access to resupply, most likely they will be embedded in to some sort of terrain.

If anyone is interested in any of my abilities on the prior HL engine, check my website (via Signature).
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Old 01-30-2005, 12:41 PM   #2
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Will this be the standard Rock2 scoring system? Have you considered the Rock2_RC method of scoring some points for flag touches, and points for progressing the flag towards the GC?

Or do you expect your new layout to open the gameplay up?

One of my favourite maps, so very keen to see the result.
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Old 01-30-2005, 01:01 PM   #3
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I've only recently got back in to TFC so I will have to check that version out.

I have actually considered changing the gameplay completely, along with the bridge which is a definate thumbs up for me, I'm considering removing that 'blast tunnel' for demo men, which is something I'd be interested in seeing others discuss. And on the topic of gameplay with the second entrance to the key room the gameplay will be slightly changed, especially for defending the key room.

The courtyard (which I'm just slowly mapping out in editor as we speak) has been slightly curved and I'm also considering putting some supports and a covered structure over the pathways, this is mainly because I think it would look nice. Although it would have implications of being able to place sentry guns on top etc.

Rock2 is also one of my favourite maps, and well, I'm hoping that this creation for Fortress Forever will boost my confidence in Source mapping more than anything. I have not even begun to consider the dev. team wanting the map at any stage at all, until it is 100% completed, which I can not see for a good 4 or 5 months.
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Old 01-30-2005, 02:43 PM   #4
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Here is a very early shot of the courtyard, criticise alot please as when it comes to doing the new hammer techniques and textures, I really do suck.

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Old 01-30-2005, 06:23 PM   #5
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honestly i dont like it too much. the yard seems to small, there shouldnt be trees, and that over hang is just bad news for concers that get the key and conc to other side. the bridge is bleh. I think FF is doing the map. no offense but they have thought about how these maps would work a lot. This small picture just represents oddities that would mess up the gameplay.
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Old 01-30-2005, 09:44 PM   #6
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I agree with MikeQuist
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Old 01-30-2005, 09:48 PM   #7
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same here.
its already 2 good 2 def @ that map.
obstacles on the yard wouldt just make it even more easyer 4 the def.......
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Old 01-31-2005, 10:01 AM   #8
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The ground is....flat?
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Old 01-31-2005, 11:17 AM   #9
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Quote:
Originally Posted by lillbrorsan
The ground is....flat?
Unless the team codes the SGs to be placed on uneven terrain, I believe that flat ground is a must still...sadly it's a shame to see because of what the Source Engine can do in terms of mapping...
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Old 01-31-2005, 12:14 PM   #10
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You should be able to place it on a uneven terrain but limit it so you can't abuse it.
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Old 01-31-2005, 01:27 PM   #11
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The support structures over the path will likely mess up concing, and I think that the yard seems too small.
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Old 01-31-2005, 04:08 PM   #12
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Rock2 is in the official map list so I am abandoning this monstrosity. I will be creating my own original map, I plan to get a first beta out in a month or two, which contains very poor quality mapping based mainly around sorting out gameplay before aestetics and extra source functions.

Mod lock thread if you desire
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Old 01-31-2005, 04:32 PM   #13
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Quote:
Originally Posted by Anshinritsumai
Quote:
Originally Posted by lillbrorsan
The ground is....flat?
Unless the team codes the SGs to be placed on uneven terrain, I believe that flat ground is a must still...sadly it's a shame to see because of what the Source Engine can do in terms of mapping...
you can build SG's on uneven terrain (well there's only really ramps) in TFC ... as long as you're facing the right way
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Old 07-14-2005, 07:35 AM   #14
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BUMP:

Is this map still alive?
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Old 07-14-2005, 09:04 AM   #15
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please make rock2 smaller..
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Old 07-14-2005, 09:15 AM   #16
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dear god dont put a bridge across the water, it wouls destory the whole feel of the map.
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Old 07-14-2005, 09:42 AM   #17
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Dated: Mon Jan 31, 2005 11:08 am

Quote:
Originally Posted by _Thursday_
Rock2 is in the official map list so I am abandoning this monstrosity. I will be creating my own original map, I plan to get a first beta out in a month or two, which contains very poor quality mapping based mainly around sorting out gameplay before aestetics and extra source functions.

Mod lock thread if you desire
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Old 07-14-2005, 10:14 AM   #18
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Owned.





bitches.
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Old 07-14-2005, 10:21 AM   #19
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i liked that courtyard.
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Old 07-14-2005, 10:23 AM   #20
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I liked your mom's courtyard until she started lettin' everybody play ball on it.

I didn't mean it baby, you know I love your finger paintings.
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