04-12-2006, 01:14 PM | #21 | |
Join Date: Jun 2005
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04-12-2006, 01:35 PM | #22 | |
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04-12-2006, 06:44 PM | #23 | |
Join Date: Mar 2005
Location: Europe
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Last edited by o_player; 04-13-2006 at 12:50 PM. |
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04-12-2006, 07:04 PM | #24 |
Join Date: Jan 2005
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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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04-12-2006, 07:07 PM | #25 | |
Join Date: Jan 2006
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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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04-12-2006, 07:23 PM | #26 |
Join Date: Jun 2005
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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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04-12-2006, 07:59 PM | #27 |
Retired FF Staff
Join Date: Dec 2004
Location: cow college
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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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04-12-2006, 08:02 PM | #28 | |
Join Date: Jan 2006
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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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04-12-2006, 10:18 PM | #29 | |
Join Date: Mar 2005
Location: Europe
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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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04-13-2006, 01:02 AM | #30 |
Join Date: Dec 2005
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If thar be bunnyhopping in dis here mod, hallways/door openings must be wider!
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04-13-2006, 07:18 AM | #31 |
Useless
Retired FF Staff
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Looks nice.
__________________
Look at all those dead links. |
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11-23-2006, 09:06 PM | #32 |
Join Date: Dec 2005
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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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11-23-2006, 09:40 PM | #33 |
Join Date: Jan 2006
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I really like the simple look.
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11-23-2006, 10:30 PM | #34 |
Join Date: Jun 2005
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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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11-24-2006, 04:16 PM | #35 |
Join Date: Oct 2006
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Awww. I liked the original ETF mach.
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11-24-2006, 04:38 PM | #36 |
Join Date: Jun 2005
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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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11-24-2006, 06:05 PM | #37 |
Join Date: Mar 2006
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send me what u got and i can toy around with it maybe?
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11-24-2006, 07:09 PM | #38 | |
Join Date: Jun 2005
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I will post back if I can find it. |
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11-24-2006, 07:55 PM | #39 |
Join Date: Jun 2005
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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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11-26-2006, 06:34 PM | #40 |
Join Date: Oct 2006
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I'd prolly try myself, but my computer doesn't seem to like Hammer.
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