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Old 04-12-2006, 01:14 PM   #21
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Quote:
Originally Posted by Player
Well to be honest with you, there isn't much here that actually shows the layout...
Try the download link
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Old 04-12-2006, 01:35 PM   #22
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Quote:
Originally Posted by GeoKill----->
Not bad but... The stream of water really looks out of place for some reason. Make it blend more into the map or something, I dunno it just seems odd.
Also lightining not that good inside the base. The lights you put look to simple. This map needs more detail and some work with textures. It's looks to boring atm.
Well there's my opinion
When i actually do the detail - proper - i will be looking into having one stream comming down possibly via waterfall and meandering accross the midmap and diappearing into a cave with one of those circular gates in front. Thats way in the future right now i have to get the basics sorted.
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Old 04-12-2006, 06:44 PM   #23
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Quote:
Originally Posted by Own3r
Try the download link
I don't want to install HL2 on my computer...

Last edited by o_player; 04-13-2006 at 12:50 PM.
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Old 04-12-2006, 07:04 PM   #24
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So that means you want to? I'm guessing you mean 1 less "don't" in there.
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Old 04-12-2006, 07:07 PM   #25
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Quote:
Originally Posted by Player
I don't don't want to install HL2 on my computer...
but how will you play ff... ?

The major thing that's concerning me with this map is possible sg positions in the flag room. As it is now the flag room seems very open and vulnerable, and it will be very hard to keep an sg up. I think you need some careful consideration of where you are going to have metal/health bags, and possibly some barriers to give an sg some more protection. Any experienced engineers want to give their thoughts on this?

The balcony route is too fast and direct, but you've already said you're changing this.

Other than that, I think it should play nicely. It's quite small, but in a fast paced rather than cramped sort of way.
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Old 04-12-2006, 07:23 PM   #26
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I plan to create more open areas in some of the enterences so there are more sg positions at the moment there are few. An exposed one in the flagroom on the concrete 'path' underneath that path covering the flag at that lower enterence, and others in the enterence corridors . The corners of the flagroom also serve as sg positions (near the building).

Do you want a sheltered area where the only way for offence to get them is nading them?
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Old 04-12-2006, 07:59 PM   #27
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I'll try to take a look at it tonight, it's cool you are porting an ETF map...mach wouldn't have been one of my choices but it will be interesting to see.
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Old 04-12-2006, 08:02 PM   #28
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Quote:
Originally Posted by Own3r
Do you want a sheltered area where the only way for offence to get them is nading them?
No definitely not.

Just a bit of variety in positions really, It seems like every possible flag room sg position is vulnerable from at least 2 different directions right now. That's not a bad thing, but there could be some positions that are perhaps harder to take down, but aren't as effective at protecting the flag.

Anyway, you seem to be considering the important issues, so keep up the good work
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Old 04-12-2006, 10:18 PM   #29
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Quote:
Originally Posted by GhOsT
So that means you want to? I'm guessing you mean 1 less "don't" in there.
Ooops, I only meant to include one 'don't'. I was distracted whilst typing it up and must of lost where I was whilst typing.

Sidd42, I will obviously install HL2 for the big moment I just dont want things on my computer that I will not be using.
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Old 04-13-2006, 01:02 AM   #30
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If thar be bunnyhopping in dis here mod, hallways/door openings must be wider!
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Old 04-13-2006, 07:18 AM   #31
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Looks nice.
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Old 11-23-2006, 09:06 PM   #32
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Is this map still in progress? If not, I think I might try to fix one up. Who knows....
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Old 11-23-2006, 09:40 PM   #33
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I really like the simple look.
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Old 11-23-2006, 10:30 PM   #34
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This is a long dead map im afraid, the layout from ETF was too simple to work with TFC, the gameplay was not good.


I will try to incorporate a gothic style and a similar flag room to this one in a map in the future though. A larger different shaped midfield is definatly in order though :P .


If I was to remake this map again now I would take the water out, definatly and start from a simple (multi-leveled midfield) and the flag room and work from there.


This has inspired me to rethink this map I will draw up some vector plans in the next few days and repost them in a new thread, however it will not be Mach it will be a new map as it will be sufficiently different
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Old 11-24-2006, 04:16 PM   #35
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Awww. I liked the original ETF mach.
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Old 11-24-2006, 04:38 PM   #36
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Well I will be making an original map, so anyone that wants too can make FF mach
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Old 11-24-2006, 06:05 PM   #37
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send me what u got and i can toy around with it maybe?
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Old 11-24-2006, 07:09 PM   #38
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Quote:
Originally Posted by exr8eD
send me what u got and i can toy around with it maybe?
What i had i will admit was very poor also the layout was not the same. So I will post the source of the decompiled ETF version so you can see what your up against. Thats assuming i can find it.

I will post back if I can find it.
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Old 11-24-2006, 07:55 PM   #39
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Ok, as it turns out I cannot find the source. After posting this (thread) I seem to have gone back more to the original layout, it was so long ago I can scaresly remember.


So anyway this is the source code released under the have fun licence, this means if you don't have fun with it you cannot use it


www.ashu39.dsl.pipex.com/ff_mach.zip

This is in no way polished and uses textures which are custom, made from evilair's quake4 EX texture pack. If you feel like making them up for HL2 check them out here http://www.evillair.net/v2/index.php...y&filecatid=20

Enjoy
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Old 11-26-2006, 06:34 PM   #40
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I'd prolly try myself, but my computer doesn't seem to like Hammer.
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