01-24-2008, 05:19 PM | #1 |
make it rain
Join Date: Dec 2007
Location: North Bay
Posts Rated Helpful 0 Times
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Map Makers- ceilings
I had a lot of people agree with me on this subject so atleast take it into consideration:
make the invisible ceiling higher than the height you would gain from a full powered HH conc. this allows faster gameplay and the ability to conc to battlements from the ground close to your own base! for example on ff_siden_b2 if you do a full powered HH the invisible ceiling stops you hits you back down and can even make you hit that pointless midmap obstacle (GRRR). If you dont know what i mean try a full HH on aardvark or well or shutdown2 the ceiling is nice and high allowing map to map concs! |
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01-24-2008, 05:50 PM | #2 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Moved to Mapping Section cause I think that's more appropriate.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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01-24-2008, 06:10 PM | #3 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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agreed, i personally put higher than normal skies/playerclips in my maps. i like to be able to rocket nade jump up without hitting my head.
although redgiants wasnt that high, i dont think it is low enough to bother anybody, at least i havent heard anything about it. if redgiants sky is to low let me know i'll change it in the new version.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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