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Old 03-31-2008, 05:53 PM   #1
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ff_5xas_b2

Edit: Map is ready to be re-tested. Please do this some testing justice.

http://www.mediafire.com/?sharekey=f...4e75f6e8ebb871

Alright, I venture I should finally get this map out there. It's gone through about a week of extensive beta 1 and is now ready for a b2 release to the public.

The map is pronounced 5 axis, however, it really stands for 5X All-Star. Why? Dunno.

INFO:

The map is designed for league style play, however, it is playable (and fun) in a pub environment. It's a small, fast, map that has an average cap amount. DM'ng is a plus, but is not required as there are a bountiful number of concs and sneakyness that can get you some mad-props, yo.

I designed the map so all classes would have some sort of use, including the HW. An SG, while incredibly powerful in various positions, is not key to a defense.

Anyway, enough talk. Time for some...

PICTURES!

NOTE: These pictures look incredibly dark. It is not this dark for me in game, however, it may be for you. Please tell me if it is.

This picture is of the outside of the blue base. The red base looks the same except for a change in color.



This picture is of the offenses spawn. Clear doors are yummy.



This picture is of the defenses spawn.



This is a picture of the blue ramp room.



This is a picture of the blue ramp leading up to the flag room.



And here is the blue flag room.



It's the same thing for red... but with red colors and lights.

THINGS TO DO!
  • Finish texturing. Most notable: Water.
  • Test balance.
  • Test for glitches.
  • Fix random bumpy bits on the map.
  • Optimize.
  • Remove any unwanted bits.
  • func_detail.
  • Finish lighting.

Besides that, the map is pretty much finished.

VIDEO!

Here are two videos of the map, the _b1 and the, now released, _b2. Please don't confuse them .

This is the _b1 of the map. Do not confuse this with the _b2.

http://www.wegame.com/watch/Intro_to_FF_5xas_b1/

This is the _b2 of the map. Do not confuse this with the _b1.

http://www.wegame.com/watch/FF_5xas_b2/

THE FILE!


http://www.mediafire.com/?sharekey=f...4e75f6e8ebb871

All you need.
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Last edited by Credge; 08-29-2009 at 10:40 PM.
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Old 03-31-2008, 05:56 PM   #2
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Looks cool, always been a fan of O and D respawns. Looking forward to checking it out!
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Old 03-31-2008, 05:59 PM   #3
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Its been great testing it with you and the rest of the guys, I'm glad you fixed all the things that bothered some of us in b1. As I said in IRC, I don't believe that the water drop should go directly to the flag; move it to the corner instead. I'm truly enjoying the two respawns, hopefully it gives Kubedawg a chance to not get pipe trapped inside the spawn by Hoopajoo again. I know you'll be adding more detail as you keep releasing new versions of it, can't wait .

Last edited by Gator-; 03-31-2008 at 06:07 PM.
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Old 03-31-2008, 06:12 PM   #4
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Yeah that was really starting to get annoying. My teammate was yelling at me to get in the flag room while I was getting mirved/piped in the single fucking respawn... This version should be much better. For a 2v2, sentry guns SUCK. That's to put it simple. If I had played solly, I think we would've come close against hoopa/gatorz.

Can't wait to try out this version, and almost to the point of dling FF at work(my boss is tryin to get into gaming LOLZ).

Very nice job on the texturing so far as well as the lighting. I cannot stress enough how well the natural lighting improves a maps overall feel.
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Old 03-31-2008, 06:53 PM   #5
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Well...the standard defense in a 2v2s consists of soldiers and demos. SGs gets lame quick.
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Old 03-31-2008, 07:30 PM   #6
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That's part of the reason I added the water exit like that. If they want to lame it out in a 2v, an O demo can take out an SG easy pie.

Although moving it to the side would do the same thing.

I want to see how that plays out in a 3v or 4v. In fact, I want to know how the map plays in a 4v.
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Old 03-31-2008, 07:32 PM   #7
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man nice looking map...if you can get this up and finished I will probably end up adding it to the UGC maps for the season.

Very nice!
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Old 03-31-2008, 08:12 PM   #8
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Wow. Good work Credge. This looks 10000000x better than the fullbright version.
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Old 04-01-2008, 06:05 PM   #9
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Very nice, but IMHOO waterway shouldnt lead directly at flag. Maybe close to it, but you shouldnt fall exactly at flag :P
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Old 04-01-2008, 08:15 PM   #10
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Quote:
Originally Posted by Adamido
Very nice, but IMHOO waterway shouldnt lead directly at flag. Maybe close to it, but you shouldnt fall exactly at flag :P
Put an SG up near the flag and you'll soon realize why it's there.
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Old 04-01-2008, 08:18 PM   #11
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hey do me a favor and make it so guys on the red team dont spawn in the blue spawn. thx.
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Old 04-01-2008, 08:31 PM   #12
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hey...it does that shit? Rofl
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Old 04-01-2008, 08:35 PM   #13
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haha yes we were in the fellas server last night for a pickup and we kept spawning in the enemy spawns. good for a laugh, but we decided to play crossover instead (which happened to be quite fun)
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Old 04-01-2008, 08:41 PM   #14
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Yeah, I've been trying to find it for a few hours. I did. Check the first post.

It was weird. One of the spawns on the blue base was set for red D to spawn. I guess I mis-clicked =\. All fixed now.

Edit: There was another issue that the map had, this time from trying to optimize it for _b3. I fixed it and am compiling now.



Remind me to never use displacements for walls ever again. Ever.
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Old 04-01-2008, 10:42 PM   #15
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Quote:
Originally Posted by Credge

Remind me to never use displacements for walls ever again. Ever.
can you elaborate on why? I was wondering if this would mess things up and haven't found anything say yes or no and why it does / doesn't.
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Old 04-01-2008, 10:47 PM   #16
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Crim, one suggestion would be to make both respawns not be specific to O/D. I say this because if D spawns at the back one every time, someone could simply sit there and spam that entire thing.
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Old 04-01-2008, 11:28 PM   #17
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Quote:
Originally Posted by KubeDawg
Crim, one suggestion would be to make both respawns not be specific to O/D. I say this because if D spawns at the back one every time, someone could simply sit there and spam that entire thing.
The D needs to spawn closer to the flag room as the speed of the map allows for an insanely quick cap or two.

Also, this can be done on the majority of maps anyway =\.

What I'll probably end up doing is putting up a teleport button in the spawns for _b3.

Quote:
Originally Posted by Dr.Satan
can you elaborate on why? I was wondering if this would mess things up and haven't found anything say yes or no and why it does / doesn't.
It's mainly the whole thing about them being invisible on one side and then, for some reason, they clip through the opposite way when I add noise to them despite setting the values so they wouldn't do this... which then led to you being able to get stuck inside of them without being able to see them until you are stuck inside of them.

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Old 04-02-2008, 12:55 AM   #18
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ah ok...good to know ty
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Old 04-07-2008, 11:27 AM   #19
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^_^

I think u need some alterations in ur map, like being able to get out of the water, the respaw doors with only the logo dont like them :X and maybe cuse the map is kinda cubic, maybe cheer it up with some more textures / colors.
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Old 04-10-2008, 03:27 PM   #20
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this is still in beta right?
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