02-06-2007, 07:25 PM | #1 |
Join Date: Aug 2006
Location: Belgium
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FF_Flare
Designed for CTF Leagueplay. Performance should be well suited for 8vs8.
http://users.pandora.be/storage_dv/ff_flare_b-5_1.jpg http://users.pandora.be/storage_dv/ff_flare_b-5_2.jpg http://users.pandora.be/storage_dv/ff_flare_b3_02.jpg dark blue / purple version: http://users.pandora.be/storage_dv/ff_flare_b-5_3.jpg http://users.pandora.be/storage_dv/ff_flare_b-5_4.jpg light blue version: http://users.pandora.be/storage_dv/ff_flare_b3_03.jpg overview: http://users.pandora.be/storage_dv/f...e_overview.jpg Some will vaguely recognize the T adapted from Monkey, the ramp adapted from SD2 and the flagroom adapted from Openfire. Kudos to the respective designers for such nice gameplay elements. I designed the gameplay as such: 1 first line defender @ T 1 first line defender @ top ramp 2nd line defender @ elevator fr 2nd line defender (engy) @ flag But nothing stops you from coming up with better positions. Planecount, facecount and vertices are at their limits, so i can't really add anything. This is the 5th iteration, it has come a long way already. I used some textures that were distributed here, thx for that. Credits in the .txt. You can add this to the OT server. would be nice to test it with a few. (ps: anyone know a cheat to have the adrenaline boost non-stop? hl2dm is slow!) Download link Last edited by trepid_jesse; 02-12-2007 at 08:20 PM. |
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02-06-2007, 07:27 PM | #2 |
Join Date: Dec 2005
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Awesome job man! Just another map I'll add to my "can't wait to play" list!
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02-06-2007, 07:27 PM | #3 |
Useless
Retired FF Staff
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Yup. Quite awesome. Quite very.
__________________
Look at all those dead links. |
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02-06-2007, 07:50 PM | #4 |
Join Date: Jan 2005
Location: Montreal
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I think the lighting has room for improvement. Sometimes the light is saturated.
The design and overall look is weird, kinda reminds me of darkness which I never really liked. It shows that you put alot of effort into it though, I wish you good luck for getting into rotation! |
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02-06-2007, 08:00 PM | #5 |
Join Date: Mar 2005
Location: Europe
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Because tiredness has the better side of me, I will leave by saying very little: Nice map.
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02-06-2007, 08:16 PM | #6 | |
Join Date: Dec 2005
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But you may be correct in saying "there are more" over at the other forums. I have no clue! |
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02-06-2007, 08:17 PM | #7 |
Join Date: Feb 2005
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very nice, im glad there will be more competetive maps for FF right from the get-go
heres a question: did you design the cap point inside the base rather than on the open part you can see in the first screenshot on purpose? |
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02-06-2007, 08:27 PM | #8 |
Join Date: Jun 2005
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Hi BlisTer
I am a little uncertain about the purple element in the dark blue version, would it be possible to find a compromise between the dark and the light shades? The when you finalise the lighting you may want to change the blue wall textures to a more complimentary colour, presently you have saturated light on desaturated wall team colours. |
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02-06-2007, 09:14 PM | #9 | |||
Join Date: Aug 2006
Location: Belgium
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i'll also look into the saturation. Last edited by o_blister; 02-06-2007 at 09:20 PM. |
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02-07-2007, 01:28 AM | #10 | |
Join Date: Dec 2004
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It's nice to see a new CTF map, which isnt a remake of an old tfc map, and has a more modern touch than most of the other ctf maps posted here.
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The design and overall look seems pretty intense and will most probably add a certain je ne sais quoi to the gameplay. It's like a hybrid of schtop and hollow but then with a nifty new inside and a majestic new outside. As for the lighting, I'd have the agree with the rest about the purple shades. It's probably best to tweak that a bit. All in all, good job and an impressive improvement from the first version. |
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02-07-2007, 02:27 PM | #11 |
Fear teh crowbar.
Retired FF Staff
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Definitely original, can't wait to try this baby out.
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02-07-2007, 04:49 PM | #12 | |
Join Date: Aug 2006
Location: Belgium
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It would be nice to have feedback about dimensions etc from ppl who know how FF gameplay feels. Scuzzy has put the map on the [o-t] server ( 72.232.94.154:27025 ), check it out and drop me feedback through there if you want. i'm also up for a playtest if wanted. |
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02-07-2007, 06:10 PM | #13 |
Fear teh crowbar.
Retired FF Staff
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Its a huge map, that'll be fun all on its own. It ran very well, no drastic drops in FPS anywhere and the style is just great.
As for gameplay, I couldn't say, its got more open space than anything else we play on besides SD2. I could see some good concjumping places and sniper hidey holes though. |
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02-07-2007, 09:10 PM | #14 |
Join Date: Feb 2005
Location: Finland
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I said in the other topic about this that it looks really original, unique and interesting.
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02-08-2007, 08:21 AM | #15 |
Join Date: Apr 2006
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NICE!!! You're map is exactly how I first envisioned TFC:Source maps would look like.
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02-11-2007, 01:20 PM | #16 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Looks cool. Like UT mapping style meets brushes.
With the texture lights, like in this screenshot, it might look better if you put "%compileNoChop" 1 into the vmt to make them light more smoothly. I'm not sure if you wanted the chop there or not. |
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02-12-2007, 08:10 PM | #17 | |
Join Date: Aug 2006
Location: Belgium
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02-20-2007, 11:34 PM | #18 |
Join Date: Sep 2006
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Uh, Holy Shit. This is one of the best I've seen in quite a while. Kudos.
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02-21-2007, 11:28 AM | #19 |
Join Date: Jul 2006
Location: Melbourne, Victoria, Australia
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This looks awesome, I'm getting it now It's pretty big (filesize) so I guess it'll be impressive in-game.
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02-24-2007, 12:46 AM | #20 |
Join Date: Mar 2005
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A sick style of architecture - are you one of the Antoni Gaudis clones?
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