04-06-2010, 02:39 AM | #1 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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ff_castle
i've finally got this map its own thread!
http://mervaka.co.uk/~mervaka/ff_castle_beta3.zip a few minor additions to beta3, including the wooden spikes on the outside and extra dynamic flag props on the inside :P Last edited by mervaka; 04-06-2010 at 02:45 AM. |
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04-06-2010, 04:22 AM | #2 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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Map looks ballin'.
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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04-06-2010, 02:15 PM | #3 |
Community Member
Server Owner
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Wow this map is mega old
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04-06-2010, 06:37 PM | #4 |
Wiki Team
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lol I always wondered when you would finally start working on this again merv. I used to love to just fuck around on here and test shit.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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04-06-2010, 11:15 PM | #5 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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interesting map, tested it last night, but i dint really understood the gameplay of it lol. But looks good : )
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04-07-2010, 01:01 AM | #6 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Take team flag to one of the four lights.
Defend while scoring over time. ??? profit |
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04-07-2010, 01:08 AM | #7 |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
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he's right, it definitely needs to be more obvious in things like where you can go. i'm working on that right now.
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04-07-2010, 01:12 AM | #8 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I haven't played it, but one thought overwhelmed me when testing it out:
Why have a complicated elevator/security system when you can just rocket/pipe jump up to the top every time? Why would anyone ever go inside the castle? EDIT: I tested the one in the beta (and didn't update beforehand), so this post might be irrelevant now.
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#FF.Pickup ¤ 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 Last edited by squeek.; 04-07-2010 at 01:15 AM. |
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04-07-2010, 01:18 AM | #9 |
A Very Sound Guy!
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Location: UK
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that's also being addressed. i put those stakes into the upper walls (see screenshot) to make it harder, but i might also put in a deflective clip brush.
eventually i'll do something more interesting with the yards, and probably put something better in. |
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04-07-2010, 09:17 AM | #10 |
Gets tickled by FF
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LOL I thought the spikes were there to help people get up
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04-09-2010, 08:05 PM | #11 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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True, all dudes go demo and soldier and fly over : D
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04-09-2010, 08:32 PM | #12 |
A Very Sound Guy!
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righto. any other ideas i could use for blocking outside routes, without making it a complete eyesore? :/
Last edited by mervaka; 04-09-2010 at 08:32 PM. |
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04-09-2010, 09:24 PM | #13 |
Who the fuck is this guy?
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04-09-2010, 09:30 PM | #14 |
A Very Sound Guy!
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nice! but no :/
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04-09-2010, 10:11 PM | #15 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I say just block it with an invisible textured brush.
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#FF.Pickup ¤ 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 |
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04-10-2010, 04:23 AM | #16 |
Who the fuck is this guy?
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04-10-2010, 05:17 AM | #17 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
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#FF.Pickup ¤ 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 |
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04-10-2010, 06:45 AM | #18 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
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Now I just need to figure out a way for the env_entity_maker to spawn a phys object w/ a velocity depending upon the position of the player who triggered the event. Or to make it even more complicated, do some quick maths to have it arc like an actual boulder into the location the player will likely be in once the object reaches them.
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04-10-2010, 07:00 AM | #19 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
You can also think about using entity:SetVelocity() on the spawned physics object. Trigger_push is unreliable at best.
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#FF.Pickup ¤ 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 |
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04-10-2010, 11:45 AM | #20 |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
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yeah, ideally we'd get those scriptable clip brushes in!
they need to be team based gates, sometimes also one way |
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