02-28-2014, 12:40 AM | #1 |
Join Date: Oct 2013
Posts Rated Helpful 9 Times
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ff spaceship
New AvD style map... in space!
download @ http://www.turtleheadz.com/downloads..._spaceship.rar Tx to Headzy for mentoring and quick release wheel mechanisms & vid.. credit to whoever made the space skybox and any other custom textures used.. shout to the FF crew and mr.squeek Peace Last edited by Uly; 03-01-2014 at 12:13 AM. |
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02-28-2014, 02:42 AM | #2 |
#FF.Pickup Dictator
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Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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wtf is this.............................................. .................................................. ..
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02-28-2014, 08:32 AM | #3 |
worst ff player eu
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout Gametype: IvDZ Posts Rated Helpful 18 Times
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It's a good concept, but not really self explanatory.
Yeah, sure it's a spaceship, but that's not what I meant. I mean WHY ARE THERE NO SIGNS I GET SO LOST EVEN WHEN IM NOT PLAYING IT AS A REAL MAP First of all, the gate. Why the balls is it so slow? I swear it's not even the default speed of 100, but it's even slower... default speed on a door = 100 = 100 hammer units / second. It's about 196 tall. 1.75 / 2 seconds with default speed. I swear it takes like a billion years. Ain't nobody got time for dat. Cap 1 seems alright (apart from the thousand white lights that ruin your eyes), and the random holes that no-one understands - just get rid of the grate, you don't even have a template setup to replace it on next round - and boom, they've accidently gotten to Cap 3. (And I hate that little chair that gets in the way in Attacker Spawn. - Oh, and please just put Defender Spawns on the floor. Not on that platform where you run into everything while you're spawning. Please?) Cap 2 is OK as well, but now we get to the clusterfuck that is Caps 3 and 4. Cap 3 involves either pulling off a beast conc, or using a small platform that you'll almost always get killed from. Seriously. WTF. Cap 4 involves going backwards to Cap 2 to get the flag, then either going backwards again and going through Cap 3 to get to Cap 4 through water and a small elevator, or through some path with a weird teleporter that likes to get you stuck teleporting between two places because the tp destination is inside the teleporters (seriously, did you even test this map in-game) Those lasers on Cap 4. I get it, they look cool. But do they have to hurt you? Even when you're defending? Really? Especially the roof lasers that like to kill you just for bunnyhopping to the cap? Oh, please, please, please don't use the fucking FF logo as a solid wall because weird as it seems, it's quite annoying that there's invisible walls everywhere. Use textures that are fully visible for walls? Please? Sure, it might be nice to have alternative routes, but really? You have to backtrack a cap to use them, and there's so little defense in them that there's no point of them existing. And seriously, get rid of the route to Cap 4 from Cap 2, and make a real route from Cap 3 to Cap 4 that means it's not so damn confusing because everyone can use linear paths. This ain't an RPG, so I don't give a shit about alternative routes.
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gg ff not ded ff very much alive Last edited by ddm999; 02-28-2014 at 08:33 AM. |
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02-28-2014, 08:58 PM | #4 |
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
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did you two wake up with sticky ass cheeks this morning.
I played it with 9 others and was fun, played well when people got used to the layout. You don't conc cp3, you rjump it like any regular avd'er would.
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Compile error: Leaf portal saw into Cluster Phuck Last edited by Headz; 02-28-2014 at 08:59 PM. |
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03-01-2014, 05:08 AM | #5 |
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Join Date: Jul 2008
Posts Rated Helpful 144 Times
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I had fun playing it. I was utterly lost at first with all the weird secondary routes but I found my way around eventually. The layout is pretty crazy which I like, I find avd is pretty forgiving for unusual layouts. I felt like there were only about 4 people who knew where they were going when I played, I'd like to see how it plays when half of the server isn't lost.
Last edited by the_cake; 03-01-2014 at 05:09 AM. |
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03-01-2014, 07:18 PM | #6 |
worst ff player eu
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout Gametype: IvDZ Posts Rated Helpful 18 Times
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Hey, I know my maps are shit and I'll admit they are.
The fact no-one told me why they suck and just said 'lol shit' means I have nothing to work with to improve them. Sorry about the fact that post was mainly bullshit and moaning but I had like 5 minutes to write it and I'd got up about an hour ago. (and i find it really hard to try and not just criticize maps really harshly) I just prefer maps that are easy to work with and learn, rather than strange things where you can't just jump in and play (but let's be honest, it's a map for FF, which isn't very noob friendly in general). I know about mapping, because I've worked with Hammer for the best part of the last 4 years. I just completely suck at fucking making stuff that plays well in any game / mod ever. I admit, it really fucking annoys me. Doesn't stop me from being able to leave comments about other maps. (not like avanti_ctf had any invisible walls that seemed like you can shoot through in it) (fuckin burn want some water bitch get rekd)
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gg ff not ded ff very much alive Last edited by ddm999; 03-01-2014 at 07:18 PM. |
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03-01-2014, 07:52 PM | #7 |
BABIES!
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Wtf. A map release for FF? Good job man, the critique doesn't really matter all that much (but it is a bonus when the map is seen as good) when you're directly contributing . I don't play anymore, but gj.
Last edited by Brass; 03-01-2014 at 07:52 PM. |
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03-01-2014, 11:17 PM | #8 | |
#FF.Pickup Dictator
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Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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Quote:
For this map "ff_spaceship", the texturing is great. I love the look and feel, but the layout is nearly logicless in my opinion. I looked at it and instantly thought "this was made by someone with no game sense, or knowledge on how AvD or even FF mechanics work." It reminds me of anticitizen, the map is basically unplayable (if you're trying to have fun). Sometimes different isn't better, you should have been studying layouts of TFC AvD maps like cmhf, pdh_r, baconbowl, osaka, magelli, etc. You obviously have skills when it comes to hammer, but it'd be nice if you made something more down to earth. Pun intended. I'm a huge fan of AvD. So please try again. Or remake a TFC map Last edited by aleXtric; 03-01-2014 at 11:19 PM. |
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1 members found this post helpful. |
03-02-2014, 11:21 AM | #9 | |
worst ff player eu
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout Gametype: IvDZ Posts Rated Helpful 18 Times
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Quote:
I have made around 80+ maps, properly textured, which I just delete because they play like shit or are way too small because I still suck at getting sizing correct. It takes me at least 12 hours a day to make 1 of these. I've tried to make at least 3 more race maps. None of them work because they're too small and badly made. ff_bhoprace_lines was pure fucking luck. (and no-one even seems to have seen the 3 days of work I put into making a race lua for every default CTF map) A full month and a half, down the drain in the past 4 years. (Well, 2 years, because although I've used Hammer for 4 years, I've not mapped for FF that long.) How do you think that makes me feel? Except all those 50+ maps weren't CTF. CTF maps take 12 hours. IvD maps on the other hand take 20+ hours. CP maps take 30+ hours. So, not just a month, but around 3 months. In fact, I make so many maps that I can never find the ones I haven't finished. It'd probably be a waste of time to finish them because they'll just get deleted too, though.
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gg ff not ded ff very much alive Last edited by ddm999; 03-02-2014 at 11:45 AM. |
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03-02-2014, 03:02 PM | #10 | ||||
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Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Quote:
Well it's just kind of silly I believe. We've already bhopped the shit out of every CTF map. And there's extremely little room for improvement. FF has a speed cap which makes the only real skill in a race is managing your trimps (aka trying to avoid them entirely). So without some kind of gimmick like in your first race map, then racing all together is pretty stale, especially in stock maps. Quote:
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https://www.youtube.com/watch?v=rDjrOaoHz9s#t=238 Basicly it means you're probly not going to come up with a fully fledged (and awesome) idea, and get it right all on the first try. If you've finished a map only to realize the only problem is "sizing" before you delete it then you've made a true mistake. "play like shit" isn't a big deal either. You look at your map and all of it's problems, then you open hammer back up and try to solve those. When I first made tidalwave, it was terrible and hugely disproportionate. I realized that, made adjustments and it's STILL terrible. But it's also probly the most played "newer" map in ff.pickup. http://www.ffpickup.com/mapstats.php Tbh I don't think anyone (especially including myself) is that good at mapping for FF, bar Mushy, and even he made a couple turds. That's because there's a lot of nuances to FF that take a lot of thought to translate and balance into maps. But if you're going to map make something original, it's always going to be more well received, and you'll feel more accomplished for it. Working with existing maps is a risky thing. Something like a seasonal reskin is nice, ala snopenfire. But you should leave that to someone who'll do a proper job unless you can really put the level of quality headzy did into his. On the other hand doing things like changing little stuff like adding an sg ledge or cutting a hole out of some battlements, or other random tweeks, I find fairly offensive. As it kind of insinuates that the original had a problem and that YOU have the solution. And jesus christ if you do reskin a map don't take two very plain tiling textures and put them on everything and then just add hdr, when you've effectively removed any visual "range" or "dynamic" from the map in the first place. Just, for the love of god don't mess with existing maps. Make something new.
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Currently equipped: Rad Scarf of liberating happiness. Last edited by FDA_Approved; 03-02-2014 at 03:05 PM. |
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03-02-2014, 03:21 PM | #11 |
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Join Date: Jul 2008
Posts Rated Helpful 144 Times
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tbh I don't mind altering existing maps. Just firstly know what the fuck you're doing and secondly understand that certain people will blindly reject any kind of change, good or bad. The other thing to do it be sneaky like Mushy and make a new map based on an old one but have it be different enough to name it a different map. That way people won't nitpick the differences but appreciate the similarities.
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03-02-2014, 03:28 PM | #12 |
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Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Everyone knows Propinquity is phantom backwards. Look: ytiuqniporp.
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03-03-2014, 09:08 PM | #13 | |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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Pretty much what FDA has said about this; I have maps, which most likely will never see the light of day were i have spent 3 MONTHS working on. I spent a good 4+ hours just messing with this room just to have fun. You can easily spend DAYS upon DAYS just doing displacements, making the perfect mountain range. Ask Elmo how long he's spent on his map(s), it's on beta 99 or something retarded like that. Hell, even Bases is still being adjusted to this day.
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 |
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03-04-2014, 12:57 PM | #14 |
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Join Date: Sep 2008
Gametype: Capture the Flag Posts Rated Helpful 9 Times
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To begin, I want to thank you for taking the time to create this map, beta it, compile it and upload it for the ingrate FF community to play. I think you absolutely achieved your explicit goal of creating a unique, open map that provides for extremely fun PUBLIC gameplay. After reading some of the prior schizophreniform posts I wanted to commend your work.
ff_spaceship: I was really impressed with many aspects of lighting and effects I had not really seen demonstrated on other maps. You combined many of these elements throughout the map, creating different rooms and environments that I wanted to explore for a time before I wanted to get to the fight. The map is open and provides many challenging areas that draws out the gameplay a little bit, which I enjoyed for a change. There is some critical feedback I would like to give. It was clear there were many new elements in your map, however the combination of several lighting effects in areas achieved the "spaceship" feel, however did cause strain on my eyes within a few minutes. I think maintaining your unique elements, however in reduced numbers and proportions in future maps will add the unique aspect of your mapping in a more subtle manner. I appreciated the fact the map was intended for public play, and it was certainly a lot of fun in that setting. I do have to admit I still find myself pretty confused, and whenever pushing the flag is concerned, having to go backward is counter-intuitive. In conclusion, ff_spaceship is a fun new public server map with visual elements that contribute to an experience unique to FF. |
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03-04-2014, 08:04 PM | #15 |
Join Date: Oct 2013
Posts Rated Helpful 9 Times
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Thx for the comments rdrt and idd the appreciation & praise, glad to contribute to the FF world
Im still cracking up at schizophreniform.. nice to know someone has got your back.. I was going to leave it a couple of weeks to see if the probs with gameplay and navigation could be gotten used to, still in 2 minds about a revamp.. but i will take the feedback about layout, gameplay and the concentrated proportions of visual aspects, into the next project and try to make something as FF savvy as possible, with those aspects onboard from the outset. I have some architecture on the go, will post when i get time to make a bit more substance, for ideas on best game style etc.. Tx for feedback fellas Peace |
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03-06-2014, 05:18 PM | #16 | |
BABIES!
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1 members found this post helpful. |
03-07-2014, 09:25 PM | #17 | |
#FF.Pickup Dictator
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Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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Quote:
In TFC the most popular AvD map besides dustbowl was ksour. The last few years of TFC it was played by total elitist assholes and noobs alike. In FF the most/only played AvD map is ksour_classic. I'm pretty sure us "bedroom warriors" aren't even "performing a rote of movements up a series of ramps they know off by heart". Because the majority of us don't even pub, the skill gap is ten miles wide and its extremely boring to play Yard DM when CTF maps get voted. The pub warriors are the ones perpetuating the same popular AvD style so if you want your map to be played it should be created with that in mind. If you're going to spend your time making a map you should make something you're positive will be played. Or you could try and make complete original ideas like ff_genesis and ff_fusion. Those are huge successes, they've almost been played by 19 people for a total of 7 hours. |
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03-07-2014, 10:35 PM | #18 |
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Join Date: Jul 2008
Posts Rated Helpful 144 Times
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Pubs seem to accept some variation in avd maps. avanti, napoli, and vertigo aren't uncommon, and play differently than typical 1 jump avd maps.
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03-07-2014, 11:08 PM | #19 |
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic Affiliations: ( ir :: ) iv| K^ † Posts Rated Helpful 80 Times
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I just played this map albeit by myself, but it seems to have issues.
Cap 1
Cap 2
Cap 3
Cap 4
Overall
Keep mapping and I'm sure you'll get even better results. Like I said, there's potential here.
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Last edited by homie in reboks'; 03-07-2014 at 11:11 PM. |
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03-08-2014, 02:01 PM | #20 |
#FF.Pickup Dictator
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Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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i think this thread is done
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