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Old 03-11-2010, 03:41 PM   #61
zE
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Medieval is a good map, but you are doing it harder to the offie, i would say leave it like b6 or so, hight cap map, that's what i liked in that map.
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Old 03-11-2010, 04:35 PM   #62
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Changes will continue to be made but I'm not opening the top again. I liked it, I enjoyed it (as offence), I wanted to find ways to make it work but I couldn't, it broke the map.
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Old 03-14-2010, 05:49 PM   #63
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got an b10 lua update here for server admins..

fixes the missing bag and security icons. (I hope)

I've also replaced the original b10 download to include the updated LUA.

http://awillden.co.uk/ff/ff_medieval_b10.lua
http://awillden.co.uk/ff/ff_medieval_b10.zip
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Old 04-05-2010, 09:43 AM   #64
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yawm, ty for the update it was confusing without the hud thing

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Old 04-05-2010, 11:20 AM   #65
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NP zE.

Just to let you know I've got work to do and exams coming up. I'm pretty much gone from FF till this is over. Might see me on for an hour now and again. But once it's done I should have some spare time for about a month before I get stuck with work again.
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Old 04-11-2010, 02:02 PM   #66
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actually im using b6 version now in public server, its the most pub friendly version D :
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Old 04-11-2010, 02:10 PM   #67
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One of the few reasons I left my beta version links available I don't mind if people prefer older versions. I'd like to try and work in something that suits all but accept that might be impossible.

It's staying as is until I find time again.
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Old 08-04-2010, 04:01 PM   #68
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Quote:
Originally Posted by Elmo View Post

2008

Get that sorted and I suspect in about 2/3 weeks with little improvements and props I should have the final version out.
Quote:
Originally Posted by Elmo View Post

2010


ff_medival_b11
  1. Map geometry
    • Made spawn room bigger so defence spawns slightly back
    • Added a small tunnel between V-ramp and crossover to lessen the chances of a defence security lockdown
    • Flag is now slightly dipped in the middle to help with pipe placement


Peace, Elmo
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Last edited by moosh; 08-04-2010 at 04:02 PM.
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Old 08-04-2010, 05:40 PM   #69
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shit happens in life. I couldn't live working on FF as much as I figured I could

+ at that time i didn't realise how much i was going to chane it

++ I joined the dev team and made 3 other maps and started looking at other things
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Old 08-04-2010, 05:54 PM   #70
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Quote:
Originally Posted by Elmo View Post
shit happens in life. I couldn't live working on FF as much as I figured I could

+ at that time i didn't realise how much i was going to chane it

++ I joined the dev team and made 3 other maps and started looking at other things
I was trying to be funny .

Also notice: ff_medival, what's medival?
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Old 08-04-2010, 07:36 PM   #71
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Quote:
Originally Posted by moosh View Post
I was trying to be funny .

Also notice: ff_medival, what's medival?
I know dude, but for some reason I still feel the need to make a point. So many people have made the same joke and I'm bored

You'd think I'd get more positive comments considering how much people bitch about every other beta map (lost/left and stuck as a beta forever more)! Even those mappers still around simply starting new maps rather than finishing x amount they already have to finish.

/rant <- lolz

Thanks for the notice though

zE I haven't forgotten about your pub dialema - still not sure what to do, I can't please both so. I may just end up (once finished) releasing an ff_medieval_open version. Till then I'm happy for you to continue using b6.
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Last edited by Elmo; 08-04-2010 at 07:37 PM.
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Old 08-04-2010, 08:11 PM   #72
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sorry but i keep prefering b6 in terms of pickup gameplay, Im pretty sure the majority of pickupers will prefer less cap versions like the recent betas, but for me was a lot of fun, but i personally like open cap fest maps like openfire / phantom, and kinda dislike hard offy maps like 2mesa3 and stowaway_b2 but thats me : )
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Old 01-21-2013, 01:57 AM   #73
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Dear Elmo

I like medieval.

I speak for everyone (lol yeah right, like anyone in FF can speak for the whole community) when I say you should tweak it some more. We are happy to give you constructive (lol yeah right, like anyone in FF can give constructive) feedback on any tweaks you may make.

Thank you for your time.
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Old 01-21-2013, 03:04 AM   #74
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I like the one with security and that gate.

Though I also love being able to fly over the whole damn wall and just nail stuff in the courtyard from up above in that grassy area.
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Old 01-21-2013, 11:06 AM   #75
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ya! you've already put in 954685 hours in that map, what's a few more gonna do?
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Old 01-22-2013, 11:22 AM   #76
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btw I'm not ignoring this! I started writing a reply straight away with the changes I believe required but got a bit stuck on exactly what was required and emailed the reply to myself to finish when not at work. I also have some bases changes to do still which I almost finished off last week.

I would like to do this and I was actually quite pleased to get the messages showing interest.

Also doing some code stuff the last couple of weeks too. Some of you might have seen me around a bit more in pickups as life has settled down now having moved in with my partner a few months back. Just getting to the point now we don't feel the need to spend every waking minute together
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Old 01-23-2013, 12:37 AM   #77
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yay! <3
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Old 01-23-2013, 02:22 AM   #78
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Awesome news -- one of my favorite maps. For some reason.
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Old 01-24-2013, 11:40 PM   #79
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Ok. Just finished a game on it. We managed to hold down the last few minutes with soldier and demo at button. It's really hard to miss a blue pipe when spamming down the corridor, and overpressure will hit anyone coming in.

I'd say widen button passage just a little.

And I don't think defense should get a nade bag in the flag room. So many MIRVs
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Old 03-16-2013, 11:03 PM   #80
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Yo!

I played on this and the teams weren't great but we locked it down and gave up mid way though a game. But it gave me fresh visions of what needed doing. So I've begun doing work on this.

Base front
  • Moved very front ramp to more easily slide into tunnel

Spawn
  • New defence spawn (not done yet)

Ramps
  • Widened security door/gate - less chance for random blocking.

FR
  • Added a hole in the wall in the FR for offence to hide when waiting for capture
  • hollowed out the tall platform to allow offence to run behind a wall in order to take down an SG

V-Ramps (Sec side)
  • Added a place for an SG
  • Added a platform to double jump off at v-ramps (to add variety in movement options)
  • Lengthened that narrow tunnel between crossover & v-ramps to slow flag runners in order to allow quick comms!
  • Widened the doorway at button. Can now do a nice conc at sec button through into FR and more easily get button. Also less chance of running into someone.
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