Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 05-21-2006, 11:05 PM   #41
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
I will, but you'd be surprised how well the docks clip already. There's just like 1 broken bord you get hung up on.
o_nezumi is offline   Reply With Quote


Old 05-22-2006, 03:52 PM   #42
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
Here's the round 1 doors before they open. You can see there are 3 doors for the attackers to come through.


...and after they open. The lower door has like the coolest opening animaiton ever. It seriously looks like a big deal when they do.



Round 3 starts with an elevator ride up a shaft for the attackers. The defenders can get as far as the top of the shaft, but that's sealed off untill the round starts. (There will be 2 nearby but very small exits that will each be a lot like the side exit in dustbowl round 1). This is the elevator. Yes the wheels roll up and down. With any luck it'll be possible to build SGs on movable objects in FF and we might witness the advent of the offensive sentry gun


And the top of the shaft.


Please note that these screens are fairly wip-y, especially the last one where most of the cliffs are missing.

But there we go. I'm still trying to work up the courage to map the round 2 section.
o_nezumi is offline   Reply With Quote


Old 05-22-2006, 04:16 PM   #43
o_kam
 
o_kam's Avatar
 
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
The lighting is much better. Quite soothing actually
o_kam is offline   Reply With Quote


Old 05-22-2006, 04:35 PM   #44
Mulchman MM
Retired FF Staff
 
Mulchman MM's Avatar
 
Join Date: Dec 2004
Location: Lacey, WA
Posts Rated Helpful 0 Times
Send a message via ICQ to Mulchman MM Send a message via AIM to Mulchman MM Send a message via MSN to Mulchman MM Send a message via Yahoo to Mulchman MM Send a message via Skype™ to Mulchman MM
bsp me (and only me!)
__________________
Head of the Orca Revolution (TM)
Mulchman MM is offline   Reply With Quote


Old 05-22-2006, 05:29 PM   #45
Lost
Fear teh crowbar.
Retired FF Staff
 
Lost's Avatar
 
Join Date: Jan 2005
Location: Oklahoma
Gametype: CTF ftw, yeh
Posts Rated Helpful 6 Times
Send a message via Yahoo to Lost
Same here!

Really, keep it up Nez, looking damned sweet.

BTW, are you going to keep the top 2 doors or replace them if something else is released with the FF textures? I think a more weathered look would be more appropriate than the Combine stuff, but only because of the coloring.
__________________
Do what you want cuz a pirate is free!

You are a pirate!
Lost is offline   Reply With Quote


Old 05-22-2006, 06:14 PM   #46
o_player
 
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
That is a very sexy map indeed. We must get a .bsp soon otherwise you will be getting scary phone calls :P
o_player is offline   Reply With Quote


Old 05-22-2006, 07:06 PM   #47
o_etzell
 
o_etzell's Avatar
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
I have to agree with the sentiment that the combine walls look VERY out of place. Try a simple re-skin, see if that works any magics.
o_etzell is offline   Reply With Quote


Old 05-22-2006, 07:23 PM   #48
o_ohcanep
 
Join Date: Jan 2005
Location: Finland
Posts Rated Helpful 0 Times
Looking smooth... umm, I'd say lightning looks fairly better now.

That evelator has to move fairly quickly back and forth, doesn't it? It seems to be the only way up, anyway.
o_ohcanep is offline   Reply With Quote


Old 05-22-2006, 08:06 PM   #49
o_sidd42
 
o_sidd42's Avatar
 
Join Date: Jan 2006
Posts Rated Helpful 0 Times
I would definitely keep the combine colouring. It gives the whole map a great feel and theme; traditional dustbowl but with new combine technology. It's also great for the colour balance of the map, dustbowl can easily look really washed out with too much sandy yellow, and blue doors and features reduce this effect, even if you only use them at the start and end of each phase.

Looks nice!
o_sidd42 is offline   Reply With Quote


Old 05-22-2006, 09:09 PM   #50
Lost
Fear teh crowbar.
Retired FF Staff
 
Lost's Avatar
 
Join Date: Jan 2005
Location: Oklahoma
Gametype: CTF ftw, yeh
Posts Rated Helpful 6 Times
Send a message via Yahoo to Lost
Thats the idea for desert maps though, sunbaked and weather-worn. He could add some more Combine-ish things, maybe a thumper up out range on a cliff or even one on the ground the Offense passes on the way up, maybe some of the defense positions be Combine design, like on the beach in HL2 before Nova Prospekt. Shit, go for it Nez, see what it looks like, especially if you like the doors. I personally love the way doors work in HL2, they sort of fold together, so I'd like to see em stay, even if all you do is reskin them.
__________________
Do what you want cuz a pirate is free!

You are a pirate!
Lost is offline   Reply With Quote


Old 05-22-2006, 09:18 PM   #51
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Very sweet. Finish it already.

Question about the elevator though. Do they ride that DURING the attack? I was thinking when I saw it that it'd be really cool if, during the 30 second wait or whatever before the gates open, was taken up with the elevator ride. And when they reach the top, the gates open.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 05-22-2006, 09:35 PM   #52
o_ohcanep
 
Join Date: Jan 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Circuitous
Do they ride that DURING the attack? I was thinking when I saw it that it'd be really cool if, during the 30 second wait or whatever before the gates open, was taken up with the elevator ride. And when they reach the top, the gates open.
I thought so too but where would attackers respawn after that? The idea of SGs emerging from the elevator shaft sounds fun... how fun, depends on their range though.
o_ohcanep is offline   Reply With Quote


Old 05-22-2006, 09:37 PM   #53
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
They'd respawn on the elevator?
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 05-22-2006, 09:47 PM   #54
o_ohcanep
 
Join Date: Jan 2005
Location: Finland
Posts Rated Helpful 0 Times
Well, that would be possible of course, it's just in direct sight of defenders...
o_ohcanep is offline   Reply With Quote


Old 05-22-2006, 09:48 PM   #55
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Doesn't have to be.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 05-22-2006, 10:06 PM   #56
o_ohcanep
 
Join Date: Jan 2005
Location: Finland
Posts Rated Helpful 0 Times
Also true, just takes away the offensive SG opening.
o_ohcanep is offline   Reply With Quote


Old 05-22-2006, 10:30 PM   #57
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
You can see some doors leading away on the left and bottom of the elevator screenshot. The attackers respawn is a short way down those. Also, you can't really see it but the elevator has a roof on it. The attackers can't get onto the elevator before the doors open, but the elevator goes up and down automatically after the doors do open.

I'm a little on the fence with the combine stuff. My plan at this point is to put more of it around as detail (All the lights inside the bunkers already look sorta combine-ish) to make what I have now look less out of place. Failing that I could just make all the combine props look like rusty red metal.
o_nezumi is offline   Reply With Quote


Old 05-22-2006, 10:33 PM   #58
Lost
Fear teh crowbar.
Retired FF Staff
 
Lost's Avatar
 
Join Date: Jan 2005
Location: Oklahoma
Gametype: CTF ftw, yeh
Posts Rated Helpful 6 Times
Send a message via Yahoo to Lost
Stick it in there and see what its like. At the least, throw a thumper or two in.
__________________
Do what you want cuz a pirate is free!

You are a pirate!
Lost is offline   Reply With Quote


Old 05-22-2006, 10:53 PM   #59
o_frenchtoast
 
o_frenchtoast's Avatar
 
Join Date: Feb 2005
Location: Markham, Ontario, Canada!
Posts Rated Helpful 0 Times
I <3 this map. As soon as you're ready to throw a .bsp out there don't hesitate to do so.

I personally like the combine elements in there, it kinda throws in a mix to the mundaneness of sand and brick.

The skybox doesn't quite fit though....
o_frenchtoast is offline   Reply With Quote


Old 05-22-2006, 10:56 PM   #60
o_tyrus
 
o_tyrus's Avatar
 
Join Date: Dec 2005
Posts Rated Helpful 0 Times
People like you make me want to give up on mapping

I could never be so creative lol! (i won't give up though...just may take a long long time to finish my map)
o_tyrus is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:07 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.