03-09-2011, 01:03 PM | #1 |
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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Releasing Warpath Beta & Life gets in the way sometimes...
Well with our very small development team it's easy for life to get in the way of things as it has for a majority of the team lately. I think things might start moving again now but it's been a tough one... can't help these things with our small team unfortunately. Apologies FF fans.
As I didn't want to leave you all with nothing and as I really want to get some play time going on warpath I decided to just release what I had done. There's imperfections in the lighting and a few clip brushes missing. You'll probably even find a few bugs but that's what beta testing is about! So I guess here's an official beta test for the public servers! Most of all I hope you enjoy it. Please give me some feedback on the forum including the good, the bad and the 'bugly' (get it?)! Should be appearing on pub servers soon. If not then nag the admins! http://www.awillden.co.uk/ff/ff_warpath_b1.zip
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 03-09-2011 at 01:05 PM. |
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03-09-2011, 02:10 PM | #2 |
UI Designer
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Location: Winter Park, FL
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Yay!
Also, Elmo, NEVER try and be funny... Bugly? Really? I hope a beaver anally rapes you.
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 |
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03-09-2011, 08:19 PM | #3 |
Slayer of humans
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Class/Position: I'm an Offensive Defensive person Gametype: Fortress Forever Affiliations: I'm a merc, only thing that talks is money Posts Rated Helpful 3 Times
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Thank you
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03-09-2011, 08:36 PM | #4 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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this maps looks very good, Rly good job on it :3
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03-09-2011, 08:46 PM | #5 |
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omg can't wait to play it
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03-09-2011, 09:14 PM | #6 |
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Location: New Hampshire
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Awesome job!
Noticed that it's possible to get way up on the cliffs surrounding the bases and walk all the way around from up there.. Is that by design? -Icculus |
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03-09-2011, 09:14 PM | #7 |
Gets tickled by FF
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no just too lazy to put clip brushes in yet
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03-09-2011, 11:20 PM | #8 |
Beta Tester
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03-10-2011, 12:13 AM | #9 | |
Black Mesa Voice Actor
Join Date: Mar 2007
Posts Rated Helpful 3 Times
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Quote:
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03-10-2011, 12:20 AM | #10 |
sKeeD
D&A Member
Beta Tester |
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03-10-2011, 12:43 AM | #11 |
crystaLcity
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Location: Pittsburgh, PA
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too lazy to finish 2.5
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03-10-2011, 01:19 AM | #12 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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03-10-2011, 04:13 AM | #13 |
sKeeD
D&A Member
Beta Tester |
Just played today with a full server and was great success!
Good job on this elmo, the map is stunningly sexy and plays very nicely. |
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03-10-2011, 04:22 PM | #14 |
Slayer of humans
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Played last night and it does look really nice. On my system (X2 4800, HD5770, 4 gigs ram, 1920x1200) it played very smooth.
We did have a crash of the game near the end, not sure if it was due to map or server. A few suggestions Need some more messages for people. When standing on a cap point that can't be captured it should tell people what cap point needs to be captured first. Inform people that they need to stand in the cap areas and stand there till its capped. Better signage telling you which way the bases are. (more for noobs then anyone). More signs telling people where the actual cap points are. (some where asking where to go) The capture times felt a little long. Maybe cut it down by 15% to 20% or so? (at least for a test) I wasn't too big on the extra stairway to get up the back way from the center. Though I suppose that might be a decent spot for SGs and snipers to sit. Again though beautiful map, had lots of fun on it. Took me back to the TFC days. |
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03-10-2011, 05:58 PM | #15 |
Gets tickled by FF
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Thanks Gwar.
I think displacements are one thing valve got right when it comes to optimisation! Will have to keep an eye on crashes and see if there's a pattern. Some more signs and notifications would be good. I need someone to model some appropriate signs tho as there's none that would fit the theme (that I could find). For the notifications I'll see what I can do but I might need help from an LUA guru if I get stuck. I agree capture and lock times need to be adjusted. There wasn't enough beta testing to really come to set values - it's definitely something to be changed over time so I'd appreciate continued updates on your feelings on that. Thanks for the feedback - report back after a few more tests whether it's just to say you still feel the same way or not! |
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03-10-2011, 09:27 PM | #16 |
WhenNailGrenWillOut?
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Map is radically awesome. The only thing that would make it even better is a nice 3D skybox and actual models for the caps so it doesn't look like you're capturing thin air.
Get on it Elmo!
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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 Last edited by moosh; 03-10-2011 at 09:28 PM. |
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03-11-2011, 12:35 AM | #17 |
Gets tickled by FF
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yeah cause I can model... plus I have no idea what you'd have in mind for that??
Thanks though!
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 03-11-2011 at 12:59 AM. |
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03-11-2011, 03:02 AM | #18 |
Slayer of humans
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Had another test of it just now.
No crash like last time. Might have just been a server crash. There is a space between the rock edge and where caps 2 and 4 are. Its easy enough to fall down in between, having that space a little closer so you can't fall in between would be good. If you need a picture of where this is I can take one. Nothing else wrong that I seen, I don't remember hearing about any problems not already mentioned in previous post. My suggestion for signage would be maybe add something to the spawn doors. Arrows pointing to each teams base and which cap points are in that direction. A simple texture would do the trick. |
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03-11-2011, 08:14 AM | #19 |
Gets tickled by FF
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I know where you mean. Decals on the doors would be good
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03-11-2011, 05:48 PM | #20 |
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The choke point right outside the 2nd spawn, is considerabley tight, especially with those wood beams on each side.
It's not just a problem for Offense trying to get to the final cap, but it's a problem for defense trying to get someone through to get to the 2nd cap. It doesn't even need to be properly defended, just the mass of people running from both sides trying to get through causes a huge mess right there. Once one team gets the 4th cap, it's extremely difficult for the other team to make a run to get their #2. I think the lock out times on the caps should be a bit shorter. |
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