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Old 10-11-2007, 01:09 PM   #1
A1win
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[Release] ff_hold_beta2 (added dev3)

15th December 2007

Added version Beta 2 Dev 3. Some minor lua changes and added a missing texture.

14th December 2007

Added version Beta 2 Dev 2. Hopefully all is fine now and there's nothing else to be changed than maybe some balancing issues for the gameplay in the lua file.

Gameplay

Type: King of the Hill
Teams: 4
Classes: 9

The gameplay of the map is almost identical to Murderball, at the exception of the area at the middle of the map where the flag must be held. Because of that, the gameplay could be better described as "King of the Hill". The area has a border marked with yellow-black hazard stripes and should be easily recognizable. If you exit the area, you will start taking some burn damage and the flag will return to the middle after 10 seconds. You can also hold the flag on the roofs of the four small buildings, which are marked with hazard stripes aswell.

The player who is holding the flag awards 1 score to his team every 10 seconds, 100 Fortress Points to himself and 50 Fortress Points to his team members. The player also regenerates health and armor quite fast and has Quad Damage (400% damage against enemies, not self).

Tips
  • You can hold the flag outside the Hold Area for maximum of 10 seconds before the flag returns to the middle. This should be usefull for scouts and anyone who's trying to avoid combat.
  • You gain score all the time when holding the flag, even when concing in the air.
  • Use EMPs against pyros or feel the burn!
  • Your sentry gun will also gain Quad Damage when you are holding the flag.

Screenshots (Click for high-res versions)



















Planned changes for final release
  • [done!] Add Quad Damage for the flag holder.
  • [done!] Make the sky higher for higher conc jumps. I realized this after compiling this version so it has to wait until the next one... It's already quite high, but not enough.
  • [done!] Fix the broadcast messages to be more logical ("Red team has the flag" for example)
  • [done!] Change respawn force fields so that they won't let other teams go through at all instead of killing them. They should also block bullets.
  • [done!] Add a loading screen.

Download - Unzip to your FortressForever directory.

ff_hold_beta2dev3.zip (8.95 MB)

Feedback

If you find any bugs, other problems, gameplay issues, bad looking architecture... basically anything disturbing at all, post here (or PM me here or on IRC). I want to get this as polished as possible for the final release.

Also would be good to know is the map running with reasonable FPS (compared to the official maps) for most people.

Thanks in advance!

Last edited by A1win; 12-15-2007 at 09:48 PM.
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Old 10-11-2007, 07:45 PM   #2
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Concept looks good.
Map looks good.

I think I shall be playing this tonight.
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Old 10-12-2007, 09:28 PM   #3
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Mmh this has already dropped to the seond page so I'll bump this a bit. When I don't get any comments, I don't know if there's something wrong with the map or if people just don't bother even downloading it, or don't bother commenting.

So just give any comments at all. Why you like/don't like it? Or even why you didn't bother downloading it... Or maybe it's just been too short time since I posted it... Or maybe there aren't servers who would run this... I demand a reason!

I just don't feel like mapping for a community that doesn't even comment my maps.

All I've gotten so far is "Looks good" etc. so I guess it can't be that bad.
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Old 10-12-2007, 10:35 PM   #4
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Your map is good, the texturing is solid and clear, the design is nice, too.

Fps is average I suppose; I get 60fps.

I liked the gameplay as well, it is very thorough and well-thought.

Basically, it is a polished map, well done :P
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Old 10-12-2007, 10:51 PM   #5
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I really liked the map when you sent me the earlier version for Lua testing purposes.
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Old 10-12-2007, 11:11 PM   #6
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Ok thanks, now I don't need to cut my wrists afterall

No need to make this sticky though, I don't want to look like an attention whore (I guess it was a misclick?)
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Old 10-12-2007, 11:35 PM   #7
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I was wondering that myself, why stickied
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Old 12-11-2007, 11:50 PM   #8
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Hey is this map still in beta or has there been an update to it?

I want to include this in my Map Pack, but I would prefer to not include beta's...
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Old 12-11-2007, 11:57 PM   #9
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This is the latest version. I've been doing other stuff but I'll get this finished some day...

So if you're releasing the pack soonish, you have to leave this out.
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Old 12-12-2007, 12:45 AM   #10
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I'll be releasing it on the 21st...is that too soonish for ya?
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Old 12-13-2007, 04:05 PM   #11
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I'll try to get it done in a couple of days. There's not much to be fixed, just needs some gameplay testing.
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Old 12-13-2007, 07:01 PM   #12
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cool let me know if oyu need any help testing it!
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Old 12-14-2007, 08:36 AM   #13
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It would be great to get this tested with 8-16 players or so, but my listenserver can probably handle only like 6 to 8. I also don't know how many people I can get for testing, so I guess any help would be nice.

If anyone can host this map on their server, let me know when and I'll try to get some people playing.

(moved loading screen pic to first post)

edit: Updated the first post for Beta2dev2.

Last edited by A1win; 12-14-2007 at 07:03 PM.
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Old 12-14-2007, 03:10 PM   #14
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loading screen link broken

but yeah sounds great...talk to 82694 I'm sure [AE] would be happy to host it and can probably get a few guys to come around for a playtest.
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Old 12-14-2007, 07:08 PM   #15
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I added Beta2dev2 version. Hopefully I can get even a small test up...

I'm gonna put my listenserver up for some time. Download the map from the web (ff_hold_beta2dev2.zip) and join:

finished... had only 3 players

One thing that pointed out with Quad Damage is that fast classes with super shotgun are superior to all the others. Slow classes like HWG and soldier are too easy targets for everyone else. Maybe this will be more balanced in team play, though, as there can be "offense" playing fast classes like medic and engy for holding the flag, and "defense" as more heavily geared classes to take down the enemy flag holders better. The gameplay is extremely action paced even with three players already.

In the next test we're going to try percentual regeneration of health and armor for the flag holder. This will make the slower classes tougher flag holders and balance it up a bit.

Any ideas what to do with scouts? They seem to be quite useless in this map. Or maybe we just suck playing as them.

Last edited by A1win; 12-15-2007 at 12:15 PM.
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