12-15-2005, 02:44 AM | #81 |
Join Date: Dec 2005
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well is one of those maps that has a ton of "no-no"'s in mapping, but somehow it all works together. i still think it's overrated, but it can be quite fun with a lot of people playing. sadly it pretty much always seems to turn into a sniper battle on the slower pubs
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12-15-2005, 09:13 AM | #82 |
Join Date: Dec 2004
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Im with you phish - a classic port isnt good enough. But is moving the respawns backwards the right thing to do? May be forward is better so as soon as you kill the soldier you rush past him and then he spawns behind you and you are clear for the fr. I have made the fd area slightly wider and the corners are curved so you can bhop round the corner in one move if you can get in the fd at top speed.
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12-15-2005, 09:30 AM | #83 | ||
Join Date: Jun 2005
Location: Brum.
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Quote:
Also many people when they get into the FR from whatever direction have tunnel vision to the flag, its extremley effective to attack the hev from the FR water, or even just to grief him by sitting in the respawn water tunnel and constantly nail him. Well as map would die if a larger ratio of players go into the FR, its not that kind of map and it should imo, remain that way. If you were to add more options it would just become an indoor high flag. |
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12-15-2005, 10:38 AM | #84 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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moving the spawn back sounds good to me. it gives the people coming out the spawn a chance to see whats beyond the spawn doors before jumping out too. everyone wins.
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12-15-2005, 11:15 AM | #85 |
Join Date: Dec 2004
Location: Melbourne
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Nah that doesn't solve blocking.
NOT GOOD ENOUGH |
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12-15-2005, 05:55 PM | #86 | |
Join Date: Dec 2004
Location: Walsall,UK
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Quote:
Regarding the moving the resups back, i say no. The front door already has a pretty good balance and with a bit of common sense(i.e not opening the front door and flinging both your grenades in and then wondering why you dont manage to get the fr the whole game) its pretty easy to get through. One thing that would be a great idea though would be to create a way for the attackers to bypass their own front door, perhaps an air launcher or something from each of the resups. |
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12-15-2005, 06:00 PM | #87 |
Join Date: May 2005
Location: Changes every few months
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To make it easier for O to get out, you could make stairs that go from the spawns up to where the 'water' comes out of the 'water falls', so players could go up the stairs and fall into the water. /shrug
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12-15-2005, 08:05 PM | #88 |
Join Date: Dec 2004
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I had an idea like this planned for schtop so attackers could avoid the front door so I might shift it onto well.
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12-15-2005, 09:00 PM | #89 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Good, that would improve Well at least 800% (+/- 3%)
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12-15-2005, 09:58 PM | #90 |
Join Date: Sep 2005
Location: Pitt, PA
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My roommate who plays tfc suggests adding a slight curve to the long part of the well tunnel.
btw, the name of the map is well. make the water like nasty well water, i say. i also like the idea of changeable waterflow. have like a switch in the middle that flushes both sides out...this would add to the dam feel, no? |
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12-15-2005, 10:09 PM | #91 | |
Join Date: Aug 2005
Location: Coventry, UK
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12-15-2005, 10:15 PM | #92 |
Useless
Retired FF Staff
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Well water's only nasty if there's a quest in the immediate vicinity, and it usually involves killing some unpleasant monsters.
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12-15-2005, 11:11 PM | #93 | |
Join Date: Dec 2004
Location: Melbourne
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12-16-2005, 12:02 AM | #94 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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eat: whats the setting for well? i gather its "heavy industrial" as your journal says, but whats on in terms of location and stuff?
i just thought it would be cool to see over the top from the roof of the battlements and stuff (maybe we could see the river that feeds the waterfall?). TFC's version of well was rather claustraphobic with all four walls covered up. |
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12-16-2005, 12:29 AM | #95 |
Join Date: Mar 2005
Location: California
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Waterfalls:
I'm guessing they used some kind of shader to do such thing. Looks okay but it looks more like liquid silver than water. |
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12-16-2005, 12:40 AM | #96 |
Join Date: Mar 2005
Location: California
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since the edit button wasnt working....
Hopefully you guys can do a much better and realistic effect. In addition, make it look like water and not silver |
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12-16-2005, 01:33 AM | #97 |
Join Date: Dec 2004
Location: Melbourne
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I thought well was going to have gothic architecture
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12-16-2005, 01:37 AM | #98 | |
A Very Sound Guy!
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Join Date: May 2005
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Quote:
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12-16-2005, 01:50 AM | #99 |
Useless
Retired FF Staff
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A decent attempt.
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12-16-2005, 05:58 PM | #100 |
Retired FF Staff
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I meant industrial! Sorry!
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