03-06-2008, 09:29 AM | #1 |
Join Date: Mar 2007
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The return of ff_flexibility
Hey everyone some of you may remember the map some may not...
I started work on ff_flexibility about a year and half a go but stopped once FF come out. After recieving an e-mail from a fellow FF'r i've decided to continue work on the map. Will upload screen shots of the new look in a couple of days. Planning work this sunday as it's going to be a rainy day in!. |
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03-06-2008, 01:10 PM | #2 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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Im happy to see people coming back to Fortress Forever .
And good luck with mapping. I even dont know what ff_flexibility is |
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03-06-2008, 02:09 PM | #3 |
Join Date: Mar 2007
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How many people actually play FF now or have the masses moved over to TF2?
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03-06-2008, 02:36 PM | #4 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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The numbers of people improved greatly after 2.0 release. Dont know exact numbers, but you can always find a people to play with.
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03-06-2008, 03:29 PM | #5 |
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Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
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ff_flexibility
YAY this map rocks and it's looking great! Glad your back man! As far as numbers go...I would say the player base is not huge, but it has definitely been growing since release and more so since 2.0 released. We actually just played our first FF 5v5 league matches for UGC last night (first first match was actually played on Sunday) and we have 9 strong clans in there...things are moving along nicely I must say. Be sure you have 2.0 flexy and I'm glad my email was inspirational!
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03-06-2008, 09:04 PM | #6 |
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Screenshots for the masses. I've had to use fullbright as i got no lights yet. Though i'm playing around with light environment. PS... There is no objects in the map yet just the basic layout.
Sorry for the big images... |
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03-06-2008, 09:46 PM | #7 |
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nice man...but you should just post the links if they are that big.
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03-06-2008, 10:06 PM | #8 |
Join Date: Mar 2007
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Doesnt everyone have like widescreens though now?
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03-06-2008, 10:10 PM | #9 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
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lol I do, but not at work...
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03-06-2008, 10:52 PM | #10 |
Useless
Retired FF Staff
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I don't fullscreen my browser.
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Look at all those dead links. |
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03-06-2008, 11:10 PM | #11 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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yeah mate but not everyone has a 24" with 1920 resolution (the only way you'd veiw the whole picture INSIDE the browser) lol.... use ur noggin.. but nice work anyway lol
look forward to seeing more |
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03-07-2008, 07:31 AM | #12 |
Join Date: Mar 2007
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Ill have to remember next time...
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03-07-2008, 10:16 AM | #13 |
Join Date: Mar 2007
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Just reading posts and curious... Whats all this lua scripting and is it something i'll need to do to restrict to just red and blue teams?
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03-07-2008, 01:04 PM | #14 |
Join Date: Mar 2007
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MID MAP looks a little plain at the moment but was just testing something to work out size. I am planning on having a stylish bridge but what should i have below it?
A bottomless pit of doom with a ledge to jump onto (like a water route)... (Would contain pretty lights and fog...) Doodle: or!!! Water route? Last edited by dr.flexyjerkov; 03-07-2008 at 01:13 PM. |
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03-07-2008, 02:15 PM | #15 |
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Be very careful with fog as it really messes up the spy's cloak. I think in a pit it would be fine, but don't put it anywhere where players can actually access.
Also .lua is going to be needed for you to restrict green and yellow in your map. The best tut. I can offer for you is this one by Imbrifer. It's very in depth and will tell you all the basics for setting up your map for FF with the specific entities and what not. Then when you get a little closer to release I suggest you post what you have in your .lua so far and let the LAD's help you with the rest. EDIT: When going by Imbrifer's tut and actually setting up SDK to run for FF you will probably get some crap happening b/c of the update to it recently. I would use this tutorial(click) to set it up initially (if you haven't or plan to) and then use the other tut. to get the player spawns, bags, caps, flags, and .lua working.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 03-07-2008 at 02:20 PM. |
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03-07-2008, 02:24 PM | #16 |
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I dont intend on having fog anywhere which a player can run around in. Just if they fall down the hole but they will die anyway. Just been looking into lua and it seems quite simple though do i need to create different entries etc for all the ammo bags etc...
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03-07-2008, 02:29 PM | #17 |
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yep...it really isn't too complex if you looking to do standard shit like bags, spwans, etc. It gets a little tougher to play with when you start doing complex things with it.
And yeah in the pit I think fog would be pretty cool. Also just watch out for it costing too much. Shouldn't be too bad, but it's worth watching out for.
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03-07-2008, 02:45 PM | #18 |
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It's always a pain making maps on high end machines or low end machines as you have to get it in the middle and what seems to run smooth for me may run like a bitch for others...
Is there anything to keep in mind like the r_speeds with HL1. |
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03-07-2008, 02:52 PM | #19 |
Tealeaf
Beta Tester
Join Date: Dec 2007
Location: Scotland
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More maps is always good, good luck with it
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03-07-2008, 03:26 PM | #20 | |
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Quote:
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