05-21-2007, 04:15 PM | #1 |
Join Date: Apr 2007
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FF_HallOfGiants_2007
well i have started work on a remake, im at work right now and really dont have much to show off because everything is textured nodraw atm. but i plan on tring to remake this map and well add to it to work well with ff..
the gametype will be ctf and i plan on maybe making 2 versions one with lowgrav and one without... does anybody know about the fall damage in ff ? is it death if you fall from hights or is just the same damage from anywhere ? oh also its originaly a unreal tournament map here is a picture if it brings back any memories http://geeks.beyondunreal.com/images...fGiants_01.jpg Last edited by trepid_jesse; 05-21-2007 at 07:42 PM. |
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05-21-2007, 05:23 PM | #2 |
Black Chancellor
Join Date: Mar 2007
Location: Calgary, Alberta eh?
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Gigantic maps are fun for games like FF because we can conc jump!
Good concept, gonna need some snappy texture work though to give it an awesome feel. Also, try to avoid too many colored lights ;D |
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05-21-2007, 06:52 PM | #3 | |
Spirit Studios
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Textures are going to be tricky, look around other forums for some gothic/dark style textures Use a bunch of coloured lights
__________________
Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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05-21-2007, 07:16 PM | #4 | |
Join Date: Apr 2007
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Quote:
i think what PsYcNeT was saying about dont use too many colored lights was the fact that every light i add tacts on more render time... not to mention the vis depth requirements ill need for this long hall map.. the map i did for the mod Empires "emp_slaughtered" took 30hrs+ to compile with hdr... and it used almost all of the gridspace.. so it should take 1/4 of the time at least to do this one "i hope" |
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05-21-2007, 08:24 PM | #5 |
Join Date: Mar 2007
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Fall damage on hl2dm is the same for everything
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05-21-2007, 08:30 PM | #6 | |
Beta than eva'
Join Date: Mar 2007
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Quote:
edit: oh did you mean when at what height do they start to recieve dmg? forget me then |
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05-21-2007, 08:59 PM | #7 |
Join Date: Mar 2007
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Loved the UT map.
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05-21-2007, 10:06 PM | #8 |
Join Date: Apr 2007
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beetle: well i mean in ff, not so much in hl2dm will it take more damage the more you fall? or will it be the same damage say if you fall 10,000 units or a few hundred... eg. counterstrike if you fall from up high you will die vs fall few more feet where it starts to take any damage
edit: i loved the ut map as well, i wonder how this is going to turn out with ff.. i might have to add a few spawn rooms... im thinking maybe 1 or 2 at the bottom on the floor where the flag area is , so you have to use the wind tunnel to get back up to the flag , and maybe 1 or 2 at the top with another ramp linking to the flag platform |
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05-21-2007, 10:11 PM | #9 |
Beta than eva'
Join Date: Mar 2007
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skull was talking about hl2dm, i just quoted him and said it was changeable. In TFC you only took dmg up to a certain point, and i doubt thats goign to change. Wit h concs you can go too high for things that kill you after a certain height.
i realized i just didnt make much sense. ill change it llater :-p |
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05-21-2007, 10:17 PM | #10 |
Join Date: Apr 2007
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hmm then i might make it with standard gravity and just let server admins add in the lowgrav if they wish, still not sure at this point that is..
Last edited by barronofhellion; 05-22-2007 at 12:56 AM. |
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05-21-2007, 10:41 PM | #11 |
Join Date: Mar 2007
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i look forward to playing this
i thought months ago it would be a cool map to have in FF |
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05-22-2007, 01:08 AM | #12 |
Join Date: Apr 2007
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wip shot of the century
well i thought i would get opinions before creating a boat load of work then have everybody tell me that i should change it , on this lame nodraw full pic i tried to show where i plan to have spawn starts.. also to show the massive wip'ness
the blue spawn ramps would lead to the spawn inside that wall ... the other red spawns are on the lower half of it near the floor area |
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05-22-2007, 03:45 AM | #13 |
Black Cyclops
Join Date: Mar 2007
Location: Scotland
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needs more trim
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05-22-2007, 04:10 AM | #14 |
Join Date: Apr 2007
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oh trust me , when its done it will have trims , slants , curves, bling blings, runners... so much crap ill have to go back and delete half of it.. so how it is every time i make a map
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05-22-2007, 04:13 AM | #15 |
Black Cyclops
Join Date: Mar 2007
Location: Scotland
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Sorry, just being a dick. Good to see a new map on the scene, looking forward to seeing it develop.
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05-23-2007, 12:10 AM | #16 |
Join Date: Mar 2007
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one question, how strong are you going to have the push tunnel thing? because if i remember correctly in the UT version you got a fair ammount of height off it.
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05-23-2007, 12:56 AM | #17 |
Join Date: Apr 2007
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very true, the ones in the center that goes direct to the flag pushes enough for a smooth landing at the top where you would gard the flag ,im estamating about 256-512 units.. the side ones push about 2x that, i guess if i did a non-lowgrav version everybody would fly a alot more if the server put less grav, so i guess i might just make a low grav version and if everybody wants a normal gameplay it will have to be up to the server side to alter gravity to adjust.. not to mention i yet have to learn how to do a gravity changing entity, i did some checking before i started this so i am pritty sure i can, just need to try..
-Edit.. after testing the tubes again in the unreal version i thought 1 was launching you further then the other.. the fact is you control you air speed by looking the direction you want to go... say if you look where its taking you ,, you can make it almost to the top of the map... or if you look the other way... you only reach i guess what would be 1024 units or so Last edited by barronofhellion; 05-23-2007 at 04:54 AM. |
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05-23-2007, 10:22 PM | #18 |
Custom mapper
Join Date: Mar 2007
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Release a dev textured version so we can do some gameplay feedback since its not a TF level it will need a bit of work. I look forward to seeing it
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05-24-2007, 12:58 AM | #19 |
Join Date: Apr 2007
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oh i will, ill need all the help i can get... i am planing on adding a lot more brushwork then in the ut version , most of it will help block vis , i know its hard for hl2 to display everything on the screen at once.. and this map pritty much does that 100% of the time heh.. here is another wip shot, it might look like nothing much is differnt but i dont get much time to work on maping as i would want.. not that you can make much out in the sea of nodraw
http://img67.imageshack.us/img67/9188/hog02yi6.jpg Last edited by trepid_jesse; 05-24-2007 at 03:55 AM. |
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05-24-2007, 01:25 AM | #20 |
if(0>1){printf("broked");}
Beta Tester
Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
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There is a Cylinder tool you know.
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