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Old 05-30-2012, 09:56 PM   #1
Green Mushy
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FF_Resolve_B2

RELEASED
(Beta 1 Released June 1st 2012)
(Beta 2 Released June 6th 2012)

DOWNLOAD(temporary): http://www.ffpickup.com/files/ff_resolve_b2.zip

PREVIOUS VERSIONS: http://www.ffpickup.com/files/ff_resolve_b1.zip

B2 Notes:
I tried to make changes and fix gameplay and major bugs for b2 as soon as I could. The sentrygun through the glass is a bug in FF code, but I did figure out a solution that should work enough for people not to notice. I did get a chance to spectate one pickup( though it was the first time it got played ), and I felt that I made it a little too offensively friendly. So I made some alterations to help favor the D some more including:
  • Attacker spawn was moved back slightly.
  • Defender spawns moved up slightly.
  • Elevators move a bit faster
  • The yard is now longer
  • The lasers allow for the owning team to pass through them freely, so defenders can stand on the flag and not get stuck when they come back up. (the tradeoff is that they now kill O if they touch them, and can grab the flag and die like in phantom)
  • There are 2 more packs in the flagroom, 1 up top with the same metal and health as a lower pack. There is a 3rd metal only pack across the way up the stairs with 100 metal as well.
  • The main ramp out of the flagroom is now mostly made of stairs. Though you can still rampslide on the sides of it.(This is to help prevent flags getting taken out of the base too easily)
  • A slight extension was made to the button side glass
  • Opposing teams shouldn't be able to get inside the lower spawn anymore(Though I did leave that in intentionally in b1, but you guys thought it was a bug so I removed it)
  • The rampside base opening was reduced in size to require more accuracy in movement

This map has been a bit of an escape for me from the job search and the transition period I've been going through now that I just graduated. I felt that I had not made a map in a long time and I wanted to sortof pay for my absence( due to school ) by making something. I called it "resolve" because I was in turmoil about what to do with my time. With so many options (programming a personal project, using unity, FF code, mapping), all with their own pros and cons, I couldn't decide, and ended up not doing any of them. I observed this inaction, and I decided to resolve the issue by just picking one and sticking to it.

The layout took the longest of all my original maps and I almost can't believe it. It took a solid 7 days to settle on the geometry alone. Aesthetics was another undertaking that was interrupted with my move home and Diablo3, so all together this has taken 2 weeks. I'm anxious to get it played, so I put just the first basic coat of texturing and lighting and I'll continue to fix it up for the next beta. Early in the aesthetic process, I noticed I was going to follow another boring texture palette, so I tried to throw a spanner in the works by deciding to use wood, which is something I never use, and I ended up basically using wood everywhere. I'm starting to notice a lot of mechanical and geometric similarities in the past few maps I've released. Hopefully that is a good thing.

As always, I'm very open to feedback from the players, and will continue to make alterations in a few betas to ensure it is a good pickup map, so don't be afraid to say whats on your mind.

Some Known Bugs:
  1. Theres some places where there are shadows unexpectedly, but I'm too burnt out to worry about fixing them for the first beta.
  2. The lasers have the same bug as in phantom where you can touch the flag sometimes even if security is up. I have a good solution but squeek and I would have to work on it.
  3. The pit area has player clip just guarding people from falling off, just as a temporary solution until I figure out how to manage that area better.
  4. The spawns allow all projectiles and bullets through them EXCEPT for nails. Squeek will have to look into this, but its not major atm.
  5. Jumppads behave strangely sometimes when you set up a chain of 2 of them in the yard. This is not due to the map, but the trajectory and height from their placement in this map leads to that existing (code-based) bug being more prevalent.

Photographs for b1:










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Last edited by Green Mushy; 06-06-2012 at 08:12 AM.
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