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Old 11-05-2008, 12:19 PM   #1
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[BETA]ff_asti

Remake of Pet's famous late-night AvD map. Works best with low player numbers (3v3, but 8v8 on it should be fun too!).

Edit 11/08/2009:
Releasing a beta. There are three crates to play around with, although due to some weird bug they are not breakable. Also, each one behaves differently to weapons - the metal one is not affected by explosions, for instance. The miniturrets are on the spawns, but still don't work. Also, I would like some suggestions to fill up a bit the lower floor of the CP3 building and the lower floor of the Box Warehouse.

Click here to download the beta!
(Thanks to Pon for the UL site!)

Screenshots (11/08/2009):
Attackers spawn
Grenade alley
CP1 Area
Crates are in... blocking CP1!
Wrecked building
Asti Show Lounge - CP2
You can now block CP2 with boxes too!
Middle building, lower floor
Middle building, upper floor and CP3
... and you can even blow the boxes up to CP3!
Box warehouse, lower floor
Box warehouse, upper floor
Box warehouse, upper floor and road to grenade pack

Known issues:
- At least one dumper can be moved around shoting it, so please don't abuse that fact!
- Combine barricades look like shit. Help with them will be apreciated.
- Respawn turrets are not there. Will be added.

Last edited by Firefox11; 08-10-2009 at 10:37 PM. Reason: Beta version out
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Old 11-05-2008, 05:06 PM   #2
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Groovy, I like it.
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Old 11-05-2008, 08:46 PM   #3
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Oh, before I forget about this: I did ask Pet for permission to port the map via Steam Chat, but he didn't say anything (he was "Online", maybe he didn't remember me D=). So if he comes and says he doesn't want the map ported, I guess I'll have to take out the link and scrap it (however I don't remember him being an ass ;D)
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Old 11-05-2008, 09:06 PM   #4
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omg ty for this
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Old 11-05-2008, 09:24 PM   #5
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>_>

Needs to look better, or just apply a classic theme to it

I HATE half life 2 looking maps, so ugly. Nothing personal. just an old-overused style.
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Old 11-05-2008, 09:57 PM   #6
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Quote:
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>_>

Needs to look better, or just apply a classic theme to it

I HATE half life 2 looking maps, so ugly. Nothing personal. just an old-overused style.
Maybe for other mods, but for FF? There's like 1.
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Old 11-05-2008, 10:51 PM   #7
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Quote:
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I HATE half life 2 looking maps, so ugly. Nothing personal. just an old-overused style.
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Old 11-06-2008, 08:25 PM   #8
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Sadly, the original Asti took place in a city. I don't care what kind of textures the map I play has, but I want to make this one as close to the original as possible, at least the theme. However, if you can find me another city-based texture set I will gladly use it, if it fits with the map =o

As for the ugliness, well I did advise you ;D However, I will accept suggestions on how to make brush-based buildings that don't look like shit =x
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Old 12-21-2008, 06:52 PM   #9
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Of all the ID maps to make, you pick Asti....

Still, it's better than playing yet another ctf map I guess.

Looks good so far. City theme fits the original.
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Old 08-09-2009, 03:38 PM   #10
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Oh wow, it has been almost a year. Not that it surprises me though, since I tend to have projects dragging on for a long time.

Anyways, the map is *almost* complete. There haven't been any major changes since the last version, just fixing bugs and small stuff. Things that still need to be done are adding the respawn turrets (I believe there was a tutorial of this around here somewhere), making the CP's change their team logo decal when they are captured (don't know if there's a tutorial about that), and the part that I believe I will need help with, the boxes.

I bet everyone who played asti_r on TFC remembers those boxes the Defending team used to place near CP1 to try to frustrate the first jump with it. Well, I was wondering how I am supposed to set that up. Using a prop or a brush box? Also, if a prop, would it be possible to use the FF boxes models for this? I don't know if they can be used as a breakable entity... And last, how do I make them respawn after each round if they are destroyed?
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Old 08-09-2009, 06:07 PM   #11
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it would be more interesting with some new pics! go to it!
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Old 08-09-2009, 06:47 PM   #12
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Good luck with it and get a beta out asap
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Old 08-09-2009, 09:24 PM   #13
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Well, I think there's no real need for new pictures, since the map is essentially the same (although with more FPS). Can update them if you really want to, however =o

As for the beta, I could post the last compile I've got. The map is fully playable, has ressuplies and everything; but there are no spawn defenses, CPs don't change owners after being captured and there are no boxes to mess around, and probably will make the Defenders spawn look less plain for the final. If you want to playtest it I can post a beta too.

Now for a question. Is there any way to make the FF boxes physics? Apparently to recreate how the boxes behave in TFC I need prop_physics, but the boxes are static or dynamic (I think). Any workaround or I'm out of luck?
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Old 08-10-2009, 04:53 AM   #14
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You can make a normal box or any brushwork and attach it to the entity func_physbox?
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Old 08-10-2009, 11:01 AM   #15
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Thanks to Pon, I've managed to get the crates working somewhat using prop_physics_override - they are pushable by walking into them and hitting them with normal weapons (crowbar, shotgun, nailgun); however explosions don't push them at all, and there's something wrong with the health value since a 500HP crate survived over 30 pipes, a MIRV and several rockets without being destroyed.
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You can make a normal box or any brushwork and attach it to the entity func_physbox?
This was supposed to be the last resort, since I believe there are not good box-like textures for HL², neither FF based (which is what I wanted).

Now I would like them to respawn after each round, but I don't know if it's possible?
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Old 08-10-2009, 02:04 PM   #16
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Quote:
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Things that still need to be done are adding the respawn turrets (I believe there was a tutorial of this around here somewhere)
Just use trigger kills, it's much cleaner and the turrets can be buggy in that if you don't put them in the right spot, they sometimes shoot out of the door.

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making the CP's change their team logo decal when they are captured (don't know if there's a tutorial about that)
yeah, idk if there is a tut...but I believe this is already done in the base_cp.lua
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Old 08-10-2009, 10:41 PM   #17
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Edited the first post; released a Beta version.

I would like help with the following things, since I can't seem to fix them by myself:
- Making the respawn turrets work (I could use a forcefield, but there are enough of them. Plus it would kill the option for Offense to go and mess with boxes that are still inside the box building).
- Changing the CP logo after a capture.
- Ideas to fill a bit the middle building and box warehouse lower floors.
- Opinions about the crates. Should keep all three for variety or change the three of them for one type only?

Also, if you find any bug or strange thing, please report so I can look into it.
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Old 08-28-2009, 02:53 AM   #18
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Its a fun map to play, its running on my server on the primary map list : D
I thought this map had been done by some Talos clan guy, because i just seen this map on their server, then speaking randomly to Pon he sayd that u here the one who made it, and i was like wtf, because I look at foruns almost everydays and didnt see this map, prolly Dr Satan fault for spaming this forum section, and ur map went to the 2nd page or something lolz

Last edited by zE; 08-28-2009 at 02:58 AM.
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Old 08-28-2009, 05:19 PM   #19
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prolly Dr Satan fault for spaming this forum section, and ur map went to the 2nd page or something lolz
lmfao...use the new posts link zE!
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Old 09-17-2009, 08:36 PM   #20
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been enjoying the beta but it needs a bit of work still;

shooting through spawns is a pain

the points can be capped a bit quickly, maybe make more obstacles (bucket cap or coverings) or move points further back (cp1 inside the building, cp2 further back, cp3 higher up?)

bags give too much health/armour and some should be defenders only

jump pads help offence too much (maybe disable them for this map?)

alternatively, a fourth / fifth cap point might be a better way to go (just to avoid the waiting around after a team caps)

Last edited by thiz; 09-17-2009 at 08:37 PM.
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