02-09-2013, 04:12 AM | #1 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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ff_swoop_b2
FF_Swoop_b2
Shutdown Style CTF Should be fast paced, surf walls in yard, lots of ramps. I made it so scouts and meds spawn with full concs. Snarkpit download mirror Last edited by ian.de; 02-12-2013 at 09:21 AM. |
1 members found this post helpful. |
02-09-2013, 04:26 AM | #2 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Looks pretty sexy. I like your texture work.
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02-09-2013, 04:33 AM | #3 |
Kawaii! ルーキー
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jan 2008
Location: Nowhere, Kansas
Class/Position: Random Gametype: CTF Affiliations: BiG, Kawaii!, MustacheBrigade, GoodFellas Posts Rated Helpful 82 Times
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looks fun
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Released: [ Island ] [ Rookie ] [ Limbo ] [ Sonic ] [ Tomb ] [ Skydive2 ] [ Bunkerwars ] Beta: [ Argon ] [ Reflection ] [ Urbantag ] Lua: [ game_rules ] |
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02-10-2013, 09:37 PM | #4 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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just played this and it rocks. I think we'll see this getting played a lot more!
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02-10-2013, 10:20 PM | #5 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Played this today on my server while it was full, had a blast. This will definitely be making it into my map rotation. great job.
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02-11-2013, 03:03 AM | #6 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
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Tone down the nades please. Defense especially gets tons of EMPs MIRVs and lasers
Perhaps security to schtop length (40 seconds). It currently lasts shorter than schtop and takes longer to get to FR from button than destroy (30 sec) or schtop (40) Cool map mid could be made even more like a skatepark. Last edited by XPelargos; 02-11-2013 at 03:04 AM. |
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02-11-2013, 09:36 AM | #7 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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i still don't see explosions on this map for some reason, and yes nades need to be toned down
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02-12-2013, 12:59 AM | #8 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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Beta 2 is almost ready.
I made some minor clip brush changes and tweaked the flag nook. I also increased the security time from 30 seconds to 40 seconds. For the nades what do you guys think? I'm removing all secondary grenades from the two grenade bags. Scouts and medics will all still spawn with 3 concs right off the bat. Should each grenade bag just give 2 primary grenades? Or just 1? I'm thinking 2 primaries would be ok. The problem seems to be MIRV and laser nade spam in the main ramp room. Last edited by ian.de; 02-12-2013 at 12:59 AM. |
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02-12-2013, 09:28 AM | #9 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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Uploaded beta 2 and updated the download link in the original post.
Changes made: Fixed some clip brushes in the yard for smoother transitions. Opened up the ceiling a bit on the top surf ramp near the button. Lengthened the ceiling above the top ramp down into flag room (people were hitting there heads on the lip and losing speed) Removed secondary grenades from the grenade bags and increased the bag timers from 10 seconds to 15 seconds. Added a curved back wall to the flag nook similar to the one in Hellion Fixed the ladders and other various small texture realignments. I thought about increasing the security time from 30 seconds to 40 seconds but as it is right now, this map is definitely an offense-heavy map in pickups. The shorter security really does mitigate the offense from relaying like crazy. |
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02-12-2013, 03:29 PM | #10 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
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Do the D have 1 secondary grenade after spawning now?
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02-12-2013, 05:35 PM | #11 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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03-01-2013, 06:24 PM | #12 |
Beta Tester
Join Date: Jul 2008
Posts Rated Helpful 144 Times
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Increasing the spawn to enemy base time on this map to about 7 or 8 seconds would double the playability as it is otherwise a great map.
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03-01-2013, 07:40 PM | #13 |
exploder of things
Join Date: Nov 2009
Location: Canada
Class/Position: Scout/Soldier Gametype: Capture the Flag Posts Rated Helpful 17 Times
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03-01-2013, 11:43 PM | #14 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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A big fat lie apparently.
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03-27-2013, 03:48 AM | #15 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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love this map btw.
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WiFi's StreamFailure 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; 03-27-2013 at 03:48 AM. |
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04-07-2013, 12:22 AM | #16 |
Wiki Standards Team
Wiki Team
Join Date: Mar 2007
Location: Geokill's closet
Class/Position: Sniper/Demoman Gametype: CTF Affiliations: :e0: Co-leader Posts Rated Helpful 6 Times
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Pyro should spawn only with 2 napalms instead of 4.
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04-07-2013, 09:51 AM | #17 |
worst ff player eu
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout Gametype: IvDZ Posts Rated Helpful 18 Times
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The respawn doors need to deal damage to entities blocking them. Now that they're just set to force close without dealing damage, it leads to very strange effects...
Place a Jump Pad into the path of the respawn doors. Then watch the doors fly outside the respawn and go across the map :L I've put a screenshot on my Google Drive: https://docs.google.com/file/d/0B6Up...it?usp=sharing Bear in mind that if the door goes the other way past the top yard entrance, you can jump into the way of the door stopping it moving. That can really slow down attackers coming from top yard... |
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04-08-2013, 02:30 AM | #18 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I like this map a lot (finally played for the first time it just recently). It feels like it was made for FF in that it utilizes FF's movement system really well. The yard/battlements interaction is pretty clever, too.
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 04-08-2013 at 02:33 AM. |
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04-08-2013, 04:26 AM | #19 | |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
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Quote:
How do people feel about making the security door passable for defense while the security is up? That way the demo and engi could reset without having to wait for the door to come up or by going up top. |
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2 members found this post helpful. |
07-03-2013, 04:47 PM | #20 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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this map ian you pretty much aced there isn't much you can do that would make it more amazing. but that beign able to get thru that door would be nice. just don't use lazer lines to many of those already do a full lazer wall. (that you can passthru.)
however the map might play better with a solid door idk how it will effect the map worth a try atleast. also should put FF logo somewhere in yard for funnzies.
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WiFi's StreamFailure 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; 07-03-2013 at 07:05 PM. |
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