02-06-2005, 10:28 PM | #1 |
Join Date: Feb 2005
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Considering hunted/map concepts
First of, hello.
I'm making my first post here because I want to ask some questions that came up to my mind while roaming the forum. I'll word them as quick as possible. 1.) Hunted for tfc was heavily inspired by a sniper scene on an original hl map; the tfc map is virtually identical with its hl companion piece. Will the ff version of hunted take the same route? (That is, modifying the "save barney" map with the snipers in it) 2.) I'm happy the devs of ff have decided to do a remake of cz2. I played this map very often and I had a good time while doing so. But as the initial map list was made public, a brief thought came to my mind. Did anyone of the ff team contemplate a remake of the original canalzone? Or was the 'canalzone' in the last sentence the first one you heard so far in connection with ff? That for the question part. Now to the suggestions. 3.) I have read various times that this forum is also there to make suggestions, so here are two of mine: CTF Map "341"(pronounced "three for one"), and a hunted style map "metro" If anyone remembers the tfc map alpine, this map works the same way. About 341: It's a single side ctf map where the blue team has to get the red flag out of the red fortress and capture it in their own base. The red team, of course, has to prevent the blue team from stealing their flag. The crux for both teams is that the red flag cycles between three flagrooms within the red base. The red flag stays in a flagroom for five minutes and then cycles to the next. This makes a total of 2 complete cycles in 30 minutes. If the blue team can cap the red flag three times, red becomes blue, blue red. The Scoring happens as follows: 04 points: If Red defends one minute without cap +10 points: If Red defends one cycle without a flagtouch 04 points: If Blue manages touching the red flag (only when it wasn’t touched before) 25 points: If Blue manages capping the red flag Pro: It’s very much diversified for both teams. Contra: When unbalanced, it can get very unfair for one team I'm not saying anything about the layout, just this: All three flagspots have to be in the red fort, and it has to be around 2 1/2 times bigger than the base in... let's say oppose2k1. It's a concept after all. About Metro: Metro is a hunted style map that plays in an underground rail system. The hunted and his bodyguards are escaping from the city center by the means of a subway train in a five minute drive to a station outside the city that lies above the ground. The assassins have to stop the hunted from reaching the last station. The train itself consists of 6 wagons that are all connected to each other and walkable. The subway starts, as said, at the city center station, where hunted and bodyguards have to get on the train. On its way out, the train stops at two other stations where bodyguards, who got killed before, can get in again. Fortress games are games with fast gameplay(lol), and waiting bodyguards at a train station would be just not suitable, that'd be booring as hell(we dont want to be CS). So, to solve this problem, each station could be of vital importance for the trains forthcoming, and therefore has to be defended by the soldiers who are 'waiting for the train'. There could be a track switch at the first station that has to be set in a certain position to let the train travel in the right direction (if not, the subway would crash into a dead end). The second station could have a PSU that can be deactivated by a spy when the train arrives. Lights go out, train wont move, you get what I mean... As 75% of the of the map lies underground, snipers are only really useful at the over ground stage or at stations, where the train stops and new bodyguards are getting in. The main assassination class in the first way here is the spy. He can, from ventilation shafts (where he spawns in) wait for the train, jump on it and break through a glass window in the roof. 3/4 of the map are made spy friendly (underground), 25 are made for snipers. About spawn points: Not all spawn points on the map are available from the start. They move, so to say, with the subway, so that no one spawns at the first station when the train already passed station two. Scoring: The hunted escapes: 75 points The hunted dies or gets killed by a bodyguard: 25 points The hunted gets killed by an assassin: 50 points Pro: Well, maybe fun. Contra: Map size, learning curve, wait times for killed bodyguards (?) If all this is hard to imagine, try remembering of one counter strike map called es_frantic. The environment is great, it plays in a subway station too, and the lighting is very atmospheric. Anyway, I'm aware of the problems (map size, hard to understand, ect..) metro has. I'm sure someone will read this and will get new ideas that are maybe more in the region of "yea, we could do that", and if that’s the case, then I haven't written this for nothing. So long ASB |
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02-06-2005, 11:40 PM | #2 |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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As it stands now, FF's Hunted is retaining the same layout as the one that exists in TFC, but improving upon the map as a whole. We're not wanting to make a bunch of arbitrary changes because we want people who are familiar with the original Hunted to be able to play our version and know how to get around.
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02-07-2005, 05:10 AM | #3 |
Join Date: Jan 2005
Location: Aotearoa, New Zealand
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dude you have some awesome ideas.
If only i could put them into hammer :<! |
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02-09-2005, 03:00 AM | #4 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Yes, good ideas.
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