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Old 10-25-2007, 05:00 PM   #1
Sidd
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[release] ff_openfire_b2

Fairly direct port of the original. Main changes from the tfc map openfire_lowgrens:
The flag is now in a fire and you have to open the bars to get at it. uc?
Midmap is a much happier place for aardvarks to live.
You can teleport between resupplies

Download (fixed sound)




Last edited by Sidd; 10-28-2007 at 11:32 AM.
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Old 10-25-2007, 05:07 PM   #2
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1) Openfire is being made by the FF team afaik so dont use the name

2) a quick remake has been done by Sh4x .. only problem is the flag can be thrown bit by bit when flying into the lasers. which still plays fine

Dont see a need to do another remake with about the same graphical qualities as sh4x ..
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Old 10-25-2007, 05:19 PM   #3
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looks nice.
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Old 10-25-2007, 05:31 PM   #4
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looks very nice. Do you go splat if you touch the jail bars?
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Old 10-25-2007, 05:37 PM   #5
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good job and don't let the openfire is "already being made" bs stop you from completing or releasing it.

and FF_openfire_sid should do nicely

I like the changes you made to the yard. Is there anything else you changed?
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Old 10-25-2007, 06:46 PM   #6
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looking good man looking good, and yes finish the map who cares if there are more then 1 version.
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Old 10-25-2007, 06:58 PM   #7
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very nice, I like the hills in the yard and the flags...can you show a pic of the bars / flag?

Also totally agree put it out anyway ofire is a much liked map so a few of them out there wouldn't be a bad idea...same map different feel makes it less dull!
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Old 10-25-2007, 09:59 PM   #8
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Quote:
Originally Posted by Epothon
Dont see a need to do another remake with about the same graphical qualities as sh4x ..
Wrong. Sh4x did not put any time into it, so the graphical qualities in his is total crap. In the other hand, Sid seemed to put some time into it (although not a whole lot), which dramatically looks much better than Sh4x's version. Thanks Sid! Keep on going, don't let anyone stop you.
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Old 10-26-2007, 09:02 AM   #9
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Quote:
Originally Posted by SirTiger
Wrong. Sh4x did not put any time into it, so the graphical qualities in his is total crap. In the other hand, Sid seemed to put some time into it (although not a whole lot), which dramatically looks much better than Sh4x's version. Thanks Sid! Keep on going, don't let anyone stop you.

And since when do graphics mather more then gameplay?

Shax's map is being used in PMFFL this season and we already play it in wars, and its a great temp solution..

I dont have any problems with yet another clone of a map, i just think it's a bit pointless, but hey, knock yourself out if you want to do the hassle
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Old 10-26-2007, 09:24 AM   #10
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played the map last night overall great map, not sure if your aware already sidd but the fire on the flag just totally disturbing its like when your near it you can hear it really loud and it doesnt stop, its hard to explain but its deffintly a prob. thought ide let you know.
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Old 10-28-2007, 01:16 AM   #11
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for some reason, the screens didnt do it justice at first glance, i think it might have been the large amount of flat textures, but i played it last night, and it was great
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Old 10-28-2007, 01:35 AM   #12
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Quote:
Originally Posted by Epothon
And since when do graphics mather more then gameplay?

Shax's map is being used in PMFFL this season and we already play it in wars, and its a great temp solution..

I dont have any problems with yet another clone of a map, i just think it's a bit pointless, but hey, knock yourself out if you want to do the hassle
Can there be a list of some significant differences between Sidds and sh4x's map designs?
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Old 10-28-2007, 01:33 PM   #13
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Quote:
Originally Posted by Dr.Uudge
Can there be a list of some significant differences between Sidds and sh4x's map designs?
It's not an exact port?

Plus, it has pretty colours.
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Old 10-28-2007, 01:57 PM   #14
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I enjoyed it, a few thoughts;

The water in the middle of the yard could do with a smoother transition to the to the front doors I think the boxes etc may get in the way are they non solid? If not that would be a good idea, if that is done sinking them into the grass a bit more will make it feel less weird.

Snipers make the yard hell, snipers are very well and good in hunted and dust bowl but have no real function on a ctf map. All they do is anoy and therefore discourage attackers and hide in the midfield.

The cliffs could do with having another layer which extends to much greater height, so the map looks like the bases are at opposite ends of a gorge.
The large team coloured walls in the yard near the bridge could do with being broken up a bit as they are a bit bland. Maybe a few pillars set into it?

[edit]
The team coloured bits sticking out from the cliffs look bad, if you want something there why not try arches sticking out from a large dome (make using a torus).[/edit]

I still think replacing the stairs with ramps is worth doing on this map, improving game play flow can only be a good thing. Defence as a huge bias from the class balance anyway.

Last edited by own3r; 10-28-2007 at 02:11 PM.
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Old 10-29-2007, 04:15 AM   #15
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port it to tf2!
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Old 12-12-2007, 12:04 AM   #16
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Is this map still in beta or have you completed it yet?

I would really love to include it in my Map Pack, but I'm trying not to include beta's!
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Old 12-13-2007, 04:38 PM   #17
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This map is the best openfire yet with out doubts, i hope the guy finish it.
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Old 12-13-2007, 05:35 PM   #18
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Mirror added:
http://halflife2.filefront.com/file/...Fire_Map;85032
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Old 12-13-2007, 05:38 PM   #19
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I spoke with sidd last night this is actually the final version fo the map.
But plz fix those gay lights sidd and then rename map tp openfire instead of beta in the name
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Old 12-13-2007, 05:39 PM   #20
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If you would be so kind, when/if you release this, realease it as ff_openfire_(something(Sidd?))
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