12-15-2007, 10:43 PM | #1 |
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[Release] ff_hold
Download - Unzip to your FortressForever directory! ff_hold.zip (8.95 MB) ff_hold.zip (8.95 MB - www.asseater.org, thanks 82694!) Introduction I wanted to create a map which plays well even with a small number of players, and so it does. You just simply can't avoid action in this map (at least not by accident), as everyone is running after the same flag in the middle of the area. Getting and holding the flag doesn't simply just give you score, but it also increases your damage to 400% (Quad Damage) and gives you a nice health and armor regeneration. That should give you enough motivation to push towards the only objective in this map: Pick up the flag, hold it and kill everyone who tries to stop you and your team. Gameplay Type: King of the Hill Flags: 1 Teams: 4 Classes: 9 The gameplay of the map is almost identical to Murderball, at the exception of the area at the middle of the map where the flag must be held. Because of that, the gameplay could be better described as "King of the Hill". The area has a border marked with yellow-black hazard stripes and should be easily recognizable. If you exit the area, you will start taking some burn damage and the flag will return to the middle after 10 seconds. You can also hold the flag on the roofs of the four small buildings, which are marked with hazard stripes aswell. The player who is holding the flag awards 1 score to his team every 10 seconds, 100 Fortress Points to himself and 50 Fortress Points to all of his team members. The player also regenerates health and armor quite fast and has Quad Damage (400% damage against enemies, not self). Tips
Screenshots (Click for high-res version) If the pics don't show, the server is probably down. It'll come back up eventually. Known Problems
Feedback If there's anything at all bothering you in the map, comment it in this thread or send me a PM here or on IRC. The gameplay has been tested with only 6 players, so it can be quite chaotic with 20 players or so. If you get to play this with many players, I'd like to hear how it plays. Notes The lua file of this map (ff_hold.lua) is well-commented and might be useful for other mappers to learn more about Lua. I'll upload the lua file seperately on my website, and try to keep it up to date if I make any changes to it after the release. ff_hold.lua (version 1.0, 16th December 2007) The custom flag texture (flag_neutral_test.vtf) in this map is made by DiCola. To get it working in a map, you need to include a custom flag_green.vmt file to your map using BSPZip, and use the green skin of the flag model. The required files and instructions (bspzip.txt) are located here: http://a1win.pp.fi/files/hl2/ff/. You can also extract the flag_green.vmt from ff_hold.bsp using BSPZip. Last edited by A1win; 09-19-2008 at 10:15 PM. |
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12-16-2007, 07:59 AM | #2 |
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Wow this seems like an awesome map.
Hope too see this map on servers soon.
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12-16-2007, 04:16 PM | #3 |
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Here is your mirror hoe . I'll get it put up on the AE server today.
I pulled the link. One problem the flag doesn't have textures. Might want to check your files.Everything in your zip was uploaded to the fast DL.
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12-16-2007, 09:05 PM | #4 |
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I'll add this to the map pack once that is fixed!
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12-16-2007, 09:49 PM | #5 |
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The flag's VMT file is included in the BSP with BSPZip and the flag's VTF file is in materials/ff_hold/ folder called flag_neutral_test.vtf. If you're missing the vtf file from that folder, then I've probably uploaded the wrong zip file... Could you check if the vtf file is in the zip?
No one else has said anything about missing textures after I fixed it last time. If this is a problem with using BSPZip to include textures, then I need someone to make me a new flag model that has the custom texture on it. I have no idea how to do that. edit: I downloaded the zip from your server and checked both texture files. They should be ok, and it's working for me and others who I've played with. It could be a problem with the game properly loading the texture from the bsp file... But then again, if it didn't, the flag's texture should be green, not missing completely. Could someone else confirm that the texture is missing if it is? Last edited by A1win; 12-16-2007 at 10:03 PM. |
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12-16-2007, 10:46 PM | #6 |
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Ok I found the problem it was a bad up load to the server. Once I new the file to look for It was an easy fix. I just didn't want to send out a bad file so here is the mirror again.
ff_hold.zip Thanks for the help I also put it into the rotation.Lets see what kind of play it gets now that it's a final. Thanks for the help. Edit: At the Doc is it in yet?
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12-16-2007, 11:14 PM | #7 | |
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Quote:
[edit] Also
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12-17-2007, 12:32 PM | #8 |
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sexy
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12-18-2007, 05:52 AM | #9 |
OHH! OHHH NOOO!
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HWGuy is to powerful in this map. Sniper really hurt too because of the open areas.
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12-18-2007, 06:23 AM | #10 |
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Played it today with about 10 to 12 people. It seemed to have a pretty good drop in fps but im not sure if that was for everyone. So will continue to keep you posted.
PS if you see me on line in steam friend just give me a shout or RTV to put the map up.
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12-18-2007, 07:42 AM | #11 |
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Soo, does anyone have any ideas how to make it more balanced? I'll probably just decrease the regeneration if nothing else comes up. Also, ideas how to make scout better? I wouldn't really want to just give him some special bonus, but something that everyone can use but scout benefits of it the most.
Have you considered running with the flag instead of fighting as a medic for example? It's quite easy to avoid getting killed by running from behind a tower to another tower through the basement and then back up, or throwing a conc into a hole to the water, standing on the platform and getting conced high into the air, where your only problem are those snipers with a good aim... And when someone pops up in front of you in the towers, just one or two shots with your quad damage shotty should do the trick. When we tested this, medics were getting the best scores. But then again, we didn't try HWG or sniper much. And we had only 6 players. And we sucked! EMPs are quite good against HWGs, too. I remember taking one HWG down a few times with those. Remember that the map has a "new" gameplay mode. It's not exactly murderball because you can't just go anywhere with the flag. People needs to learn the best strategies and tactics before we can see how the balance really goes (no, I don't know the best strategies yet either). Last edited by A1win; 12-18-2007 at 08:42 AM. |
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12-18-2007, 01:59 PM | #12 |
Annoying people since 1986
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That looks VERY good! And the gameplay looks like fun.
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12-18-2007, 06:22 PM | #13 |
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I don't think HWG is as overpowered as you said. He's easy to take down as a sniper or engineer. Snipers can get easy frags in this map, but so can everyone else. It's just that snipers get annoying because they kill instantly. Snipers also suck for getting the flag, so I think it's balanced enough as it is. What I'm saying is, no offense, that it's just a l2p issue and knowing which class to choose against which.
The gameplay is indeed fun, but also very chaotic. I must say that I wouldn't be able to play this 24/7, there's the moment when you can just have "enough" of the map. But that's what we have all the other maps for. Last edited by A1win; 12-18-2007 at 06:46 PM. |
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12-18-2007, 09:11 PM | #14 | |
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12-18-2007, 09:17 PM | #15 |
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I think so. I can't think of anything that should or could be fixed or changed to better.
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