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Old 07-26-2007, 05:54 PM   #121
SkynYrd
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Circ, it looks like the lip at the FD is gone now... can you confoim this?
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Old 07-26-2007, 09:30 PM   #122
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The what?

I played monkey_l like once in my life.
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Old 07-26-2007, 09:55 PM   #123
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Quote:
Originally Posted by Circuitous
The what?

I played monkey_l like once in my life.
wtf? monkey is a great map.
You don't know what you're missing.
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Old 07-26-2007, 10:04 PM   #124
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the angled corner deals are still there
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Old 07-26-2007, 10:07 PM   #125
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Quote:
Originally Posted by skuLL
wtf? monkey is a great map.
You don't know what you're missing.
Yes I do.
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Old 07-27-2007, 11:26 AM   #126
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Quote:
Originally Posted by Gunslinger
Also, the ramp from pit to flag in the fr seems to be made of irregular wood slats. IS that the case, or is it a solid ramp with a texture which doesn't fit over the top of it? I know it might not be so much an issue now as you've removed grens sliding uphill, but is it a case of WYSIWYG or not?
When i was playing it, you can conc up the ramp from the bottom doors, then if u quickly hold jump again in mid air you can clip the ramp and get a double jump that will skim you right onto the flag. Its pretty cool.

The only change I didnt like was the stepped ceiling corner in this shot:
http://www.fortress-forever.com/media/ff_monkey0009
because i used to conc in the front door then conc off of the curved ceilning to get propelled straight down at the T junction to hop round the corner with lightning speed. Also a good one to use if the flag is laying about in this room. Unfortunately you cant do these moves any more because you just crash into the steps on the ceiling.
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Old 07-27-2007, 12:54 PM   #127
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The tree in the back left snags the player if you conc to water or something similar and could do with being clipped. http://www.fortress-forever.com/media/ff_monkey0009

All of the monkies are slightly off the wall by something like 1 or 2 units you can see if you look along the wall from the corner.
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Old 07-27-2007, 01:42 PM   #128
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...just have to alter your concing strategy then so as not to hit the tree
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Old 07-27-2007, 02:14 PM   #129
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Quote:
Originally Posted by BumGravy
The only change I didnt like was the stepped ceiling corner in this shot:
http://www.fortress-forever.com/media/ff_monkey0009
because i used to conc in the front door then conc off of the curved ceilning to get propelled straight down at the T junction to hop round the corner with lightning speed. Also a good one to use if the flag is laying about in this room. Unfortunately you cant do these moves any more because you just crash into the steps on the ceiling.
Change is good. People will probably think up new moves offa this version and you know it.

2 to 1 on leet players rampsliding off the trees in the yard somehow.
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Old 07-27-2007, 02:42 PM   #130
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Quote:
Originally Posted by PHISH
the angled corner deals are still there
Thanks, it was hard to tell from the screenshots.


And Circ... my bad, I just assumed you were familiar with Monkey... on each side of the FD are little lips (think schtop, but turned 90 degrees) that you can hit if you conc from your own FD. Hitting it right will send you skimming around the corner in midair. It's pretty much the only way for a scout to ovecome a decent HW at the FD.
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Old 07-27-2007, 02:58 PM   #131
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Quote:
Originally Posted by own3r
The tree in the back left snags the player if you conc to water or something similar and could do with being clipped. http://www.fortress-forever.com/media/ff_monkey0009

All of the monkies are slightly off the wall by something like 1 or 2 units you can see if you look along the wall from the corner.
The player can't collide with either of these...
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Old 07-27-2007, 03:20 PM   #132
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Quote:
Originally Posted by SkynYrd
Thanks, it was hard to tell from the screenshots.


And Circ... my bad, I just assumed you were familiar with Monkey... on each side of the FD are little lips (think schtop, but turned 90 degrees) that you can hit if you conc from your own FD. Hitting it right will send you skimming around the corner in midair. It's pretty much the only way for a scout to ovecome a decent HW at the FD.
yeah theyre still in. you can just make them out in this pic:
http://www.fortress-forever.com/media/ff_monkey0005
although I think theyre at a slightly differnet angle, you can still use them for a boost round the corner.
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Old 07-27-2007, 03:23 PM   #133
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Quote:
Originally Posted by nodnarb
The player can't collide with either of these...
well it was only the tree i was saying needed better clipping, the monkey is not touching the wall thats what i was saying.
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Old 07-27-2007, 03:29 PM   #134
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Quote:
Originally Posted by BumGravy
yeah theyre still in. you can just make them out in this pic:
http://www.fortress-forever.com/media/ff_monkey0005
although I think theyre at a slightly differnet angle, you can still use them for a boost round the corner.
Sounds good... I can't say it's one of my favorite TFC maps, but with this amazing new architecture, and given the fact that the little nuances still remain, I just might fall in love.

Quote:
Originally Posted by BumGravy
When i was playing it, you can conc up the ramp from the bottom doors, then if u quickly hold jump again in mid air you can clip the ramp and get a double jump that will skim you right onto the flag. Its pretty cool.
Also that sounds neat.
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Old 07-27-2007, 04:12 PM   #135
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Looks amazing. Great job.
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Old 07-27-2007, 07:27 PM   #136
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Quote:
Originally Posted by SkynYrd
And Circ... my bad, I just assumed you were familiar with Monkey... on each side of the FD are little lips (think schtop, but turned 90 degrees) that you can hit if you conc from your own FD. Hitting it right will send you skimming around the corner in midair. It's pretty much the only way for a scout to ovecome a decent HW at the FD.
Oh, those.

Yeah I used those a couple times on some concs and got some fucking insane speed off 'em. Kept hitting the wall because I'm not used to it yet.
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Old 07-27-2007, 07:34 PM   #137
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Yeah that tight little turn takes some practice. It's definately there for a reason though.
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Old 07-27-2007, 10:17 PM   #138
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that sounds seriously cool! How about having a schtop style (small) ramp accross the entrance aswell would be neat.
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Old 07-27-2007, 10:33 PM   #139
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Or you can use the bridge, which has plenty of room.
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Old 07-28-2007, 12:30 AM   #140
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Just popping in to say that this map look fucking gorgeous, never played the TFC version so don't know how it plays.
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