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Old 05-20-2008, 06:09 AM   #1
Crazycarl
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ff_summit

Since before FF came out I've been making models and textures, planning to do a forest map of some kind. Finally I'm putting it all together, and it's a hunted map.



Assassins will be snipers, 1 demoman (he can detpack the barn if the hunted doesn't want to come out) and maybe 1 HWguy (If it's not too overpowered). I can allow a spy if people want it.

Bodyguards will be medics, snipers, soldiers, and scouts for jump pads and detpack defusing.

I've prototyped the whole map with a very simple displacement that I could change easily. Here's the plan. The blue lines indicate paths for the VIP. I'm probably going to move the starting point a bit to the left, and I'll add a little shack or two nearby for some more cover. Assassins will spawn in the tunnels and on the road, or just randomly all over the place.


I'm thinking the escape point will be a helicopter, if I can find a decent enough model. I really don't like how the escape area is set up. I want it to be large, but I have to block it off visually from the surrounding area for optimization purposes. And I don't want long chokepoints leading up to it.

Might be better to have just one route instead of two, through the center of the hill I have there now. I don't want the entire assassin team camping there, though.

Any ideas?
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Last edited by Crazycarl; 07-28-2008 at 03:46 AM. Reason: title change
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Old 05-20-2008, 10:26 AM   #2
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OOOoooo! sounds good
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Old 05-20-2008, 08:08 PM   #3
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Quote:
Originally Posted by Crazycarl
...

Any ideas?
That last rock / hill at the end...if you put like a tunnel that is pretty wide but curves around then you can close off one side. Make the tunnel exit smallish but still enough room and block visibility on one side to keep it fair. Then have maybe a few towers or something near to the helipad to keep places for the assassins to camp?
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Old 05-22-2008, 11:53 PM   #4
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For names, I suggest:

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Old 05-23-2008, 04:04 AM   #5
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you could use HL2's model for the helicopter.
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Old 05-23-2008, 04:17 AM   #6
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Will there be patches of grass or grass everywhere? I've noticed that on flag4sky that the grassy areas make great places from which to snipe. Nice soft cover.
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Old 05-23-2008, 06:12 PM   #7
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Ihmni: good name. Seriously I like it.
greenday: that model is fugly. I want one that's more realistic.
Innoc: There will be some bushy places to hide in
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Old 05-23-2008, 07:28 PM   #8
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or the helicopter from EP2! (the one at the end where *BLANK* dies)
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Old 05-27-2008, 01:51 AM   #9
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That's a bitchin' texture you've got on the ground (but srsly rotate it a little so the repetition is a little less obvious)
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Old 05-31-2008, 04:29 AM   #10
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Sincerely needs more buildings / narrow areas the hunted can hide in, both to move through without being noticed so much, and to catch a break in temporarily.

There's a hell of a lot of just plain open land there on most of the routes.
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Old 07-28-2008, 03:48 AM   #11
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Started working on this again lately. The tunnel sections are in, pretty roughly. Working title is ff_summit. I hope I can get this ready for testing after 2.1 comes out, because it will need a lot of testing!

Fun with detail sprites!

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Old 07-28-2008, 04:37 AM   #12
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Quote:
Originally Posted by Circuitous
Sincerely needs more buildings / narrow areas the hunted can hide in, both to move through without being noticed so much, and to catch a break in temporarily.

There's a hell of a lot of just plain open land there on most of the routes.
But, after playing hunted in the beta I'm excited for another hunted map.
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Old 07-28-2008, 11:42 AM   #13
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Aye - we definitely need to think about adding gametype prefixes or something to mapnames in the future though..

Looking good so far, Carl
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Old 07-28-2008, 11:38 PM   #14
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We've thought about adding prefixes extensively.
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Old 07-28-2008, 11:52 PM   #15
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we need to reconsider it then.

the arguments against were basically, (1) enabling people to google for ff maps and (2) we dont like gameplay specific prefixes

not very compelling or even persuasive imo.


on topic,
good luck with the forest theme! hope you have more trees ready.
this will be hard to do while maintaining decent fps...
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Old 07-28-2008, 11:59 PM   #16
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I'll freely help test it when it comes out, I'm Killroy.

<3 Hunted.
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Old 07-29-2008, 12:59 AM   #17
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Quote:
Originally Posted by shadow
we need to reconsider it then.

the arguments against were basically, (1) enabling people to google for ff maps and (2) we dont like gameplay specific prefixes

not very compelling or even persuasive imo.

Yes. FF has so many different gameplay modes, some of them wildly different.. i think it makes sense to categorize them. As a newb i'd have no idea wtf was going on mapchanges.. looking for flags in ff_hunted and the like.
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Old 07-29-2008, 01:11 AM   #18
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Well, the idea has always been to put the gametype in the "Game" column of the server browser (I think Garry's Mod does this?). So it'd be like "FF Hunted" and "FF CTF" and "FF rCTF". That way, it could be controlled by lua.
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Old 07-29-2008, 01:16 AM   #19
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And it's also impossible to categorize some of them.

What if I made a hybrid hunted ctf map?

hntctf_mapname? Or what? Yeah.

Is there anyway we can put metadata into the server browser, like when you bring up a server it tells you about the gameplay type?
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Old 07-30-2008, 03:02 AM   #20
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Yea, it's not like CS where you have 3 basic gametypes (and stuff like surf/awp/dm as wierd other prefixes). The whole beauty of TF is that there's an unlimited ammount of gametypes you can have, so a simple map prefix wouldn't help at all.
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