Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 05-03-2015, 02:19 AM   #1
Headz
 
Headz's Avatar
 
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
ff_phantom_b1 ( remake )

Penn and myself have remade ff_phantom_r
map is ready for b1 testing.


dl link
https://www.sendspace.com/file/k39hwk


Some screenshots to give an idea.

flag room

mid map

security

spawn

water midmap

water route


After some play time suggestions to improve it are most welcome.
One thing I would like to know, would most of you prefer "on touch" to disable security or keep as is "on use"
__________________
Compile error:
Leaf portal saw into Cluster Phuck

Last edited by Headz; 05-07-2015 at 11:44 PM. Reason: dl link and quick vid
Headz is offline   Reply With Quote


1 members found this post helpful.
Old 05-03-2015, 02:29 AM   #2
homie in reboks'
 
homie in reboks''s Avatar
 
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic
Affiliations: ( ir :: ) iv| K^
Posts Rated Helpful 80 Times
jesus christ that looks nice
__________________
homie in reboks' is offline   Reply With Quote


Old 05-03-2015, 04:29 AM   #3
Stiffy
 
Join Date: Mar 2008
Location: That sunshine 1
Posts Rated Helpful 8 Times
Holy SHIT BABY! It looks like it's come straight out of one of my favorite childhood Nickelodeon shows, Legends of the Hidden Temple!!!

You guys couldn't have picked a better 'theme' to go with for this specific map and the vibe is just right baby!

Props to thy sirz Heads and Penns!
Stiffy is offline   Reply With Quote


Old 05-03-2015, 05:20 AM   #4
R00Kie
Kawaii! ルーキー
Lua Team
Wiki Team
Fortress Forever Staff
 
R00Kie's Avatar
 
Join Date: Jan 2008
Location: Nowhere, Kansas
Class/Position: Random
Gametype: CTF
Affiliations: BiG, Kawaii!, MustacheBrigade, GoodFellas
Posts Rated Helpful 82 Times
It's looking really nice guys. I prefer on touch buttons.
__________________
Released: [ Island ] [ Rookie ] [ Limbo ] [ Sonic ] [ Tomb ] [ Skydive2 ] [ Bunkerwars ]
Beta: [ Argon ] [ Reflection ] [ Urbantag ]
Lua: [ game_rules ]
R00Kie is offline   Reply With Quote


Old 05-03-2015, 08:40 AM   #5
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Damn, plz post NSFW in your title next time you release a map this sexy.

Also, can both ontouch and onuse be used rather than either/or? If not, I'd say as long as buildables can't block it, onuse is fine.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete

Last edited by KubeDawg; 05-03-2015 at 02:08 PM.
KubeDawg is offline   Reply With Quote


Old 05-03-2015, 11:00 AM   #6
AirTrek
Freedom of Movement
 
AirTrek's Avatar
 
Join Date: Apr 2014
Gametype: Attack and Defend
Posts Rated Helpful 20 Times

SAINT POOP WHAT

I'd leave it a button that you have to press use on - just so it stays true to the original, but I think creating a poll to ask the playerbase would be a good idea

You forgot to turn of speedometer in your screenshots!
__________________
˙·٠●My customs●٠·˙


Last edited by AirTrek; 05-03-2015 at 11:03 AM.
AirTrek is offline   Reply With Quote


Old 05-03-2015, 11:58 AM   #7
WiFiDi
Beta Tester
 
WiFiDi's Avatar
 
Join Date: May 2010
Class/Position: Soldier
Gametype: Capture the Flag is there any other
Posts Rated Helpful 26 Times
finally you got around to posting this!

i honestly prefer on touch for security always. for optional things or anything that doesn't involve the security activation trigger imo.

my thoughts:
when i said you should re-texture it i definitely didn't expect you'd end up having to go the extra mile good luck guys it turned out freaking awesome even if this is the last version! (please don't do that though, it would make me sad. )
__________________
WiFi's Stream
Support FF:
Failure is always an option.
It's a happy massacre?! (yes, yes it is!)
To make most awesome thing in universe combine Bears and Nicholas Cage!
and remember kids, we didn't start the flame-war!

Last edited by WiFiDi; 05-03-2015 at 12:08 PM.
WiFiDi is offline   Reply With Quote


Old 05-04-2015, 03:30 AM   #8
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
Quote:
Originally Posted by homie in reboks' View Post
jesus christ that looks nice
Quote:
Originally Posted by R00Kie View Post
I prefer on touch buttons.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 05-06-2015, 02:07 AM   #9
_BEAN_
 
Join Date: Mar 2015
Gametype: Capture the Flag
Posts Rated Helpful 1 Times
Hi guys, just a couple of comments about the map. First and foremost I would like to state what I like about the map.

1. The atmosphere and feel of the map is great. Your lighting has improved from your previous efforts. Ballfort and this remake are great.

2. The textures are fantastic. They are really well done and love the brush trim work. The design of the stairs is great.

3. The models are great. The vegetation and attention to detail on that front makes this map so much better than the original.

There are a few things I feel need to be worked on though.

1. The ramp coming in from the water is not clipped completely, so when you conc on it you get tossed into the air.

2. Could you change the support model dimensions that are located right outside the top respawn? When I was coming around that corner I was running into it constantly. Bringing the post in say one click of 8, and it should be perfect.

Other than these two issues I think the map is perfect. Thanks for your efforts. It was a job well done.
_BEAN_ is offline   Reply With Quote


Old 05-06-2015, 02:43 AM   #10
Headz
 
Headz's Avatar
 
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
dl link in first post plus a small vid.

main ramp is clipped and Penn has made his displacements there have no hull, so should be smooth sailing/concing
__________________
Compile error:
Leaf portal saw into Cluster Phuck
Headz is offline   Reply With Quote


Old 05-06-2015, 11:40 AM   #11
caesium
Fortress Forever Staff
 
caesium's Avatar
 
Join Date: Mar 2007
Location: europe
Class/Position: anything
Gametype: everything
Affiliations: #teamfail
Posts Rated Helpful 27 Times
Nice work, looks great.

Always touch buttons please!

Only slight criticism is personally I'm not a fan of stairs clipped to be ramps (mainly because it looks weird when in use), especially larger ones, but they certainly look cool the way you've done them and I'm probably in the minority... Also, something related I've thought for a while (but not specific to this map as I wouldn't suggesting for a moment changing any of the original ramps into stairs) is that stairs as stairs are an underused part of FF map design in general.

Really good job - looking forward to playing it now
__________________
Support FF:
caesium is offline   Reply With Quote


Old 05-07-2015, 04:18 AM   #12
FDA_Approved
Beta Tester
 
FDA_Approved's Avatar
 
Join Date: Nov 2011
Gametype: Capture the Flag
Posts Rated Helpful 293 Times
Definitely looks very nice, lot of great detail.

I don't really mind converting the ramps into clipped stairs, it adds a nice variety to the visuals. However I'm not a fan of taking the pre-existing stairs and clipping them into ramps. Phantom is already an offensive water slide, big and open with plenty of in-n-out opportunities. The stairs created sort of "speed bumps" or "problem areas" for the flag. It's supposed to be bad to get the flag caught on the stairs next to button. You take a bit away from that by being able to conc or trimp flag out of button stairs, or by being able to ramp slide up spawn stairs to take out spawn guns.

Not really sure what these little ledges are for:
http://i.imgur.com/vgK6omq.jpg

Kind of weird that you clipped the little ramps in water tunnel. I like them the old way, it provides a little more wiggle room to avoid spam down there, and you could also down trimp conc off of them.

Also thought it was kind of funny that despite your general distaste for the wedges at FD you actually made them slightly more obtrusive, though the ceiling of the door frames is a little taller so I suppose it's a bit of a trade off.

Hallway at top exit had a corner chamfered. Makes concing through there a little easier, though the doorway is smaller, so a bit of a trade off. Though it also really widens the LOS through that hall from most angles.
__________________
Currently equipped: Rad Scarf of liberating happiness.

Last edited by FDA_Approved; 05-07-2015 at 04:19 AM.
FDA_Approved is offline   Reply With Quote


Old 05-07-2015, 09:06 AM   #13
caesium
Fortress Forever Staff
 
caesium's Avatar
 
Join Date: Mar 2007
Location: europe
Class/Position: anything
Gametype: everything
Affiliations: #teamfail
Posts Rated Helpful 27 Times
Quote:
Originally Posted by FDA_Approved View Post
However I'm not a fan of taking the pre-existing stairs and clipping them into ramps.
I completely agree (hadn't realised you'd changed any of the original stairs into ramps - still not had a chance to try it ingame yet...).
__________________
Support FF:

Last edited by caesium; 05-07-2015 at 09:07 AM.
caesium is offline   Reply With Quote


Old 05-07-2015, 05:54 PM   #14
AirTrek
Freedom of Movement
 
AirTrek's Avatar
 
Join Date: Apr 2014
Gametype: Attack and Defend
Posts Rated Helpful 20 Times
Quote:
Originally Posted by FDA_Approved View Post
However I'm not a fan of taking the pre-existing stairs and clipping them into ramps. Phantom is already an offensive water slide, big and open with plenty of in-n-out opportunities. The stairs created sort of "speed bumps" or "problem areas" for the flag. It's supposed to be bad to get the flag caught on the stairs next to button. You take a bit away from that by being able to conc or trimp flag out of button stairs, or by being able to ramp slide up spawn stairs to take out spawn guns.


Kind of weird that you clipped the little ramps in water tunnel. I like them the old way, it provides a little more wiggle room to avoid spam down there, and you could also down trimp conc off of them.
I agree with FDA - sweeeeeet work on the map you two! The theme is awesome, albeit I think the map could just be a bit brighter (might be my gamma settings).

There are 2 minor buffs for offense which I dislike - these are the spawn/button stairs being turned into ramps and the water tunnel having clip around the walls. Having clip in the water tunnel makes it slightly easier to escape with the flag because you can be sure that you won't run into the protruding trims and can just wallstrafe along the invisible wall.



some spots that need to be tidied up:
http://images.akamai.steamuserconten...2A6A12C53103F/
http://images.akamai.steamuserconten...D48E8D37B07BD/
__________________
˙·٠●My customs●٠·˙


Last edited by AirTrek; 05-07-2015 at 05:55 PM.
AirTrek is offline   Reply With Quote


Old 05-07-2015, 11:43 PM   #15
Headz
 
Headz's Avatar
 
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
New vid, see first post, or look here


Visual improvements will follow and we are currently adressing some concerns on the clipped stairs etc.
Many thanks for all your feedback via forums and pm, we appreciate your input, there of course will be some differences compared to ff_phantom_r but mostly the remake will remian faithful, but is very hard to please everyone so the main ramp and midmap stairs will remain clipped.
__________________
Compile error:
Leaf portal saw into Cluster Phuck

Last edited by Headz; 05-07-2015 at 11:43 PM.
Headz is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:27 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2019, vBulletin Solutions, Inc.