Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Closed Thread
 
Thread Tools Display Modes
Old 03-31-2008, 05:53 PM   #1
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
ff_5xas_b2

Edit: Map is ready to be re-tested. Please do this some testing justice.

http://www.mediafire.com/?sharekey=f...4e75f6e8ebb871

Alright, I venture I should finally get this map out there. It's gone through about a week of extensive beta 1 and is now ready for a b2 release to the public.

The map is pronounced 5 axis, however, it really stands for 5X All-Star. Why? Dunno.

INFO:

The map is designed for league style play, however, it is playable (and fun) in a pub environment. It's a small, fast, map that has an average cap amount. DM'ng is a plus, but is not required as there are a bountiful number of concs and sneakyness that can get you some mad-props, yo.

I designed the map so all classes would have some sort of use, including the HW. An SG, while incredibly powerful in various positions, is not key to a defense.

Anyway, enough talk. Time for some...

PICTURES!

NOTE: These pictures look incredibly dark. It is not this dark for me in game, however, it may be for you. Please tell me if it is.

This picture is of the outside of the blue base. The red base looks the same except for a change in color.



This picture is of the offenses spawn. Clear doors are yummy.



This picture is of the defenses spawn.



This is a picture of the blue ramp room.



This is a picture of the blue ramp leading up to the flag room.



And here is the blue flag room.



It's the same thing for red... but with red colors and lights.

THINGS TO DO!
  • Finish texturing. Most notable: Water.
  • Test balance.
  • Test for glitches.
  • Fix random bumpy bits on the map.
  • Optimize.
  • Remove any unwanted bits.
  • func_detail.
  • Finish lighting.

Besides that, the map is pretty much finished.

VIDEO!

Here are two videos of the map, the _b1 and the, now released, _b2. Please don't confuse them .

This is the _b1 of the map. Do not confuse this with the _b2.

http://www.wegame.com/watch/Intro_to_FF_5xas_b1/

This is the _b2 of the map. Do not confuse this with the _b1.

http://www.wegame.com/watch/FF_5xas_b2/

THE FILE!


http://www.mediafire.com/?sharekey=f...4e75f6e8ebb871

All you need.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan

Last edited by Credge; 08-29-2009 at 10:40 PM.
Credge is offline  


Old 03-31-2008, 05:56 PM   #2
dys
I am the nip to your bud.
 
dys's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Looks cool, always been a fan of O and D respawns. Looking forward to checking it out!
dys is offline  


Old 03-31-2008, 05:59 PM   #3
Gator-
FF God
 
Gator-'s Avatar
 
Join Date: May 2007
Location: TX
Class/Position: Scout O, Medic O, Demo D/O, Soldier D
Gametype: CTF 4v4
Affiliations: [milkwood] ( GoodFellas )
Posts Rated Helpful 1 Times
Send a message via AIM to Gator- Send a message via MSN to Gator- Send a message via Yahoo to Gator-
Its been great testing it with you and the rest of the guys, I'm glad you fixed all the things that bothered some of us in b1. As I said in IRC, I don't believe that the water drop should go directly to the flag; move it to the corner instead. I'm truly enjoying the two respawns, hopefully it gives Kubedawg a chance to not get pipe trapped inside the spawn by Hoopajoo again. I know you'll be adding more detail as you keep releasing new versions of it, can't wait .

Last edited by Gator-; 03-31-2008 at 06:07 PM.
Gator- is offline  


Old 03-31-2008, 06:12 PM   #4
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Yeah that was really starting to get annoying. My teammate was yelling at me to get in the flag room while I was getting mirved/piped in the single fucking respawn... This version should be much better. For a 2v2, sentry guns SUCK. That's to put it simple. If I had played solly, I think we would've come close against hoopa/gatorz.

Can't wait to try out this version, and almost to the point of dling FF at work(my boss is tryin to get into gaming LOLZ).

Very nice job on the texturing so far as well as the lighting. I cannot stress enough how well the natural lighting improves a maps overall feel.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline  


Old 03-31-2008, 06:53 PM   #5
Gator-
FF God
 
Gator-'s Avatar
 
Join Date: May 2007
Location: TX
Class/Position: Scout O, Medic O, Demo D/O, Soldier D
Gametype: CTF 4v4
Affiliations: [milkwood] ( GoodFellas )
Posts Rated Helpful 1 Times
Send a message via AIM to Gator- Send a message via MSN to Gator- Send a message via Yahoo to Gator-
Well...the standard defense in a 2v2s consists of soldiers and demos. SGs gets lame quick.
Gator- is offline  


Old 03-31-2008, 07:30 PM   #6
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
That's part of the reason I added the water exit like that. If they want to lame it out in a 2v, an O demo can take out an SG easy pie.

Although moving it to the side would do the same thing.

I want to see how that plays out in a 3v or 4v. In fact, I want to know how the map plays in a 4v.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan
Credge is offline  


Old 03-31-2008, 07:32 PM   #7
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
man nice looking map...if you can get this up and finished I will probably end up adding it to the UGC maps for the season.

Very nice!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline  


Old 03-31-2008, 08:12 PM   #8
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Wow. Good work Credge. This looks 10000000x better than the fullbright version.
__________________
#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
squeek. is offline  


Old 04-01-2008, 06:05 PM   #9
Adamido
Its over nine thousands!!!
 
Adamido's Avatar
 
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy
Gametype: AvD
Posts Rated Helpful 0 Times
Very nice, but IMHOO waterway shouldnt lead directly at flag. Maybe close to it, but you shouldnt fall exactly at flag :P
Adamido is offline  


Old 04-01-2008, 08:15 PM   #10
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
Quote:
Originally Posted by Adamido
Very nice, but IMHOO waterway shouldnt lead directly at flag. Maybe close to it, but you shouldnt fall exactly at flag :P
Put an SG up near the flag and you'll soon realize why it's there.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan
Credge is offline  


Old 04-01-2008, 08:18 PM   #11
Skanky Butterpuss
Beware the Hammer
Buffalo Butterpuss
D&A Member
Fortress Forever Staff
 
Skanky Butterpuss's Avatar
 
Join Date: Mar 2007
Class/Position: Sabotaging your shit.
Affiliations: :}|, mimic, /KBN/
Posts Rated Helpful 0 Times
hey do me a favor and make it so guys on the red team dont spawn in the blue spawn. thx.
__________________
Support FF:
Etzell: Skanky
Etzell: The Wings are fucking fantastic
Etzell: They really are
Etzell: But even SAYING that makes me want to vomit
Skanky Butterpuss is offline  


Old 04-01-2008, 08:31 PM   #12
Gator-
FF God
 
Gator-'s Avatar
 
Join Date: May 2007
Location: TX
Class/Position: Scout O, Medic O, Demo D/O, Soldier D
Gametype: CTF 4v4
Affiliations: [milkwood] ( GoodFellas )
Posts Rated Helpful 1 Times
Send a message via AIM to Gator- Send a message via MSN to Gator- Send a message via Yahoo to Gator-
hey...it does that shit? Rofl
Gator- is offline  


Old 04-01-2008, 08:35 PM   #13
Skanky Butterpuss
Beware the Hammer
Buffalo Butterpuss
D&A Member
Fortress Forever Staff
 
Skanky Butterpuss's Avatar
 
Join Date: Mar 2007
Class/Position: Sabotaging your shit.
Affiliations: :}|, mimic, /KBN/
Posts Rated Helpful 0 Times
haha yes we were in the fellas server last night for a pickup and we kept spawning in the enemy spawns. good for a laugh, but we decided to play crossover instead (which happened to be quite fun)
__________________
Support FF:
Etzell: Skanky
Etzell: The Wings are fucking fantastic
Etzell: They really are
Etzell: But even SAYING that makes me want to vomit
Skanky Butterpuss is offline  


Old 04-01-2008, 08:41 PM   #14
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
Yeah, I've been trying to find it for a few hours. I did. Check the first post.

It was weird. One of the spawns on the blue base was set for red D to spawn. I guess I mis-clicked =\. All fixed now.

Edit: There was another issue that the map had, this time from trying to optimize it for _b3. I fixed it and am compiling now.



Remind me to never use displacements for walls ever again. Ever.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan

Last edited by Credge; 04-01-2008 at 09:54 PM.
Credge is offline  


Old 04-01-2008, 10:42 PM   #15
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
Quote:
Originally Posted by Credge

Remind me to never use displacements for walls ever again. Ever.
can you elaborate on why? I was wondering if this would mess things up and haven't found anything say yes or no and why it does / doesn't.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline  


Old 04-01-2008, 10:47 PM   #16
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Crim, one suggestion would be to make both respawns not be specific to O/D. I say this because if D spawns at the back one every time, someone could simply sit there and spam that entire thing.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline  


Old 04-01-2008, 11:28 PM   #17
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
Quote:
Originally Posted by KubeDawg
Crim, one suggestion would be to make both respawns not be specific to O/D. I say this because if D spawns at the back one every time, someone could simply sit there and spam that entire thing.
The D needs to spawn closer to the flag room as the speed of the map allows for an insanely quick cap or two.

Also, this can be done on the majority of maps anyway =\.

What I'll probably end up doing is putting up a teleport button in the spawns for _b3.

Quote:
Originally Posted by Dr.Satan
can you elaborate on why? I was wondering if this would mess things up and haven't found anything say yes or no and why it does / doesn't.
It's mainly the whole thing about them being invisible on one side and then, for some reason, they clip through the opposite way when I add noise to them despite setting the values so they wouldn't do this... which then led to you being able to get stuck inside of them without being able to see them until you are stuck inside of them.

__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan
Credge is offline  


Old 04-02-2008, 12:55 AM   #18
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
ah ok...good to know ty
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline  


Old 04-07-2008, 11:27 AM   #19
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
^_^

I think u need some alterations in ur map, like being able to get out of the water, the respaw doors with only the logo dont like them :X and maybe cuse the map is kinda cubic, maybe cheer it up with some more textures / colors.
zE is offline  


Old 04-10-2008, 03:27 PM   #20
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
this is still in beta right?
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline  


Closed Thread


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:52 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.