12-03-2007, 10:07 PM | #1 |
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[Release]ff_banderas
RELEASED! Download:ffpickup.com date 4/03/08. Contains lua update discussed in this thread. Mirrors are welcome.
This is a map I made way back in the TFC days. I've started a lot of maps but this is the only one that's gotten as far as a beta test, back in 2001/2002. Unfortunately, not only did people find it too confusing, there were bugs that caused flags to start disappearing! Since the map was prety much complete but never got played, I thought it would be a good idea to spiff it up and release it for FF. I ended up redoing large sections of the map, so now much of it hardly resembles what it looked like before. Anyway it's like flagrun, except the four capture points are scattered about your base. You capture the flags, you keep them there, you gain points. All flags start in the center of the map, and return there 30 seconds after being dropped. Here's an overview. Roofs obscure most of the corridors, so I've marked out the major paths and four capture points for each side. This might look confusing, but it's just because everything is so connected. The respawn is located under CP 3 with exits in all directions. Screenshots follow: Last edited by Crazycarl; 08-13-2009 at 07:16 PM. Reason: Changed download link |
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12-03-2007, 10:24 PM | #2 |
Join Date: Oct 2007
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looks like bases style ^^ wait for some ingame test
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12-03-2007, 11:56 PM | #3 |
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Warpath or flagrun style?
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12-04-2007, 04:26 AM | #4 |
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Flagrun. There's four flags, you steal 'em. I still haven't decided where the flags will spawn/respawn. I might just drop 'em in the center of the map.
Last edited by Crazycarl; 12-04-2007 at 04:32 AM. |
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12-04-2007, 04:50 AM | #5 |
Join Date: Mar 2007
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Thats cool. I was going to make a map that was going to be set up pretty much the same way. lol
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12-04-2007, 03:57 PM | #6 |
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Join Date: Sep 2007
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Remember to put clear signs at the resuply telling to wich caps leads each exit, if not it sure will be confusing as hell. And something anti nades + lots of turrets inside cos 1 resuply can mean ownage from other team that just start spamming at entrances or building sgs.
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12-04-2007, 05:19 PM | #7 |
get off my lawn
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And I thought my life-long dream of capturing flags on a giant virtual representation of Antonio Banderas was finally at hand...
Oh well, map looks sweet anyways. I like the pathway lines on the overhead two. nice work.
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12-04-2007, 05:52 PM | #8 |
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Nice mapname i like it i think i didnt changed that one.
I dont know this map and i see foward to play it. But make good signs where to go Then it will be a nice map.. it looks very nice on the pictures you made. keep up the good work |
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12-05-2007, 02:58 PM | #9 |
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Map looks great so far.
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12-10-2007, 06:46 AM | #10 |
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I like the lighting.
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12-21-2007, 02:06 AM | #11 |
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12-21-2007, 06:08 AM | #12 |
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I think Spies will raped this map since Sg will be useless tracking down a Spy when getting the flag to a cap point but besides that it looks good.
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12-22-2007, 07:41 PM | #13 |
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That may be. I can change one line in the lua to change it back if it's really bad. I think this map will be tough to defend in general. The only way to know for sure is to play it. That's a download link! Download it!
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12-23-2007, 06:41 AM | #14 |
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Hopefully the AE server put this map into rotation for testing
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12-23-2007, 11:15 AM | #15 |
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Double Post
So I tested this out on the AE server, tnx to [AE] 82694 *TKZ* Well when we first started everyone was lost. After a couple minutes we got the hang of it and the map is well done/good looking. This maps needs a hud so we know which cp are capture. I was running around with the flag trying to cap it but I was having a hard time finding one that did not have a flag on it. I was wondering if you could add an overview of the map in the corner somewhere, like in CS. Where it shows which points are capture. Not sure if this is possible with Lua but I think it is since I heard the Hud is customizable with Lua. Also I found a bug were I could not steal the flag back. Some one else in my team could but I couldn't. It happen twice. Oh yeah and it happen on CP 4 Overall, I had a fun time playing this map
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Last edited by GeoKill----->; 12-23-2007 at 07:40 PM. |
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12-23-2007, 06:07 PM | #16 |
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Thanks for the feedback. I never expected the map to get played by anyone so soon.
Yes, flag status on the hud is something I want to get in there, as well as a map. It's certainly possible to put a map on the hud; I actually never thought of that but it might be a good idea. That's a strange bug. I noticed there were some cases where I could not pick up a flag but it's hard to do testing with just one person. I'll have a look in the script and see what might be causing that. |
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12-23-2007, 07:36 PM | #17 | |
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Quote:
5316 Does the skins. I do all the maps and server files.
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12-23-2007, 07:37 PM | #18 | |
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If it helps, I was a soldier when the bug appeared.
Quote:
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12-23-2007, 09:05 PM | #19 |
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NP The numbers work well when they try to go man to man.
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12-24-2007, 02:22 AM | #20 |
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Hey, Geokill, before the flag bug happened were you throwing the flags around? because If I throw a flag, quickly pick up another one, throw that one and pick up the first one, The first one won't let me pick it up again. I kind of know what's happening. There's a timer built into the flags so that when you throw a flag, you can't pick it up for a couple seconds. I think that timer's getting stuck but I don't know how to fix it.
Also there's this: I'm going to make those flag sprites move around based on where the flags are. I tried to have this come on when you hit the flaginfo key, but for some reason it comes on permanently when you spawn |
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