Fortress Forever

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Old 09-10-2013, 02:47 PM   #21
ddm999
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
I love how there's a set route, even though there isn't.

You always go far right at the start because then you don't have to go round the block then over the thing, and you always hit the right up ramp because it's really difficult to pull the centre route off and you always get slowed down by it, and you don't land correctly for the left route from the first right route.

Also the upper routes that I was going to put some kinda of separate race for are kinda useless apart from the first one which is pretty required for a fast run because of the height it gives you. :P

Can I just say though, jesus fucking christ squeek I'd never be able to go that fast through this. (how can you be good at coding a game, making maps for that game, making gamemodes for that game in another language to the coding, be fucking sweet at the game, and be good at all parts of the movement system in the game too)

(also, holy shit you were 20 seconds away from the map end - imagine if it ended while you were doing that run :P)

So, I'd love to see how you ppl should think I should improve this. (for the next map, because there's no real way of fixing the problems with this one without completely changing it)

Get rid of the trigger_push entirely, make it cover the whole map rather than just the floor, not use trigger_ff_script's to respawn you but instead of respawning you just killing you because I messed it up, and any particular textures / texture sets you'd like to see? (or maybe even a race map based on an actual CTF map - which would be kinda fucking awesome - and I'm prolly gonna go decompile shutdown2 to try and do that right now?)

edit: just noticed something in your vid, squeek.

how the fuck did you die at the start
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Last edited by ddm999; 09-10-2013 at 08:56 PM.
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