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Old 03-24-2014, 02:18 AM   #1
FDA_Approved
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ff_japanesecastles_b1

I don't expect this to be a particularly good or fun FF map.

This is just something I did for fun inbtween (after rage quitting) my other projects.

I eyeballed it out so some of the preportions are goofy. Also I forgot the bridge in backyard, woops.

For FFs purposes I think everything but the yard with bridge is a part of a base, and fair game for defensive set ups.

http://steamcommunity.com/sharedfile.../?id=241650738

http://steamcommunity.com/sharedfile.../?id=241650721

http://steamcommunity.com/sharedfile.../?id=241650705

http://steamcommunity.com/sharedfile.../?id=241650684

http://steamcommunity.com/sharedfile.../?id=241650655

I'm not a fan of releases with dev textures. But being a pet project it seemed suitable, and I got to attempt to recreate that low picmip look when you turn quakes graphics all the way down.

https://www.dropbox.com/s/cnhvyj00c7...ecastlesb1.rar

Also imageshack wants me to go premium and signing up for another img hosting site is to much work for me right now. Deal with it.
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Last edited by FDA_Approved; 03-24-2014 at 02:20 AM.
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Old 03-24-2014, 02:57 AM   #2
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lol no way. Such an awesome map, I wanted neon to port it years ago. Can't see the pickup community giving it a chance unfortunately and pub map success is semi random, with dev textures reducing your chances quite a bit.
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Old 03-24-2014, 03:00 AM   #3
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Quote:
Originally Posted by the_cake View Post
lol no way. Such an awesome map, I wanted neon to port it years ago. Can't see the pickup community giving it a chance unfortunately and pub map success is semi random, with dev textures reducing your chances quite a bit.
Tbh I don't think I'd want give it a chance in pickups either. Like I said it was mostly something I did to relax when other maps got to complicated. I can see it's potential though. All in all I think it's a tad to small for FF play in general.
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Old 03-24-2014, 04:15 AM   #4
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This is way better than what I would have made.
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Old 03-24-2014, 04:38 AM   #5
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Honestly I was surprised it was you who ported it, what with your distaste for maps with small corridors and not many ramps to slide on.

There's a possibility it could work, it's not unreasonably clustered like exchange or raiden_classic. It would come down to O pressure vs D regeneration time, sometimes if that's stacked incorrectly on a dm map it fails. But there just aren't enough people who want to play a dm map.
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Old 03-24-2014, 04:54 AM   #6
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Quote:
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Honestly I was surprised it was you who ported it, what with your distaste for maps with small corridors and not many ramps to slide on.
Those were precisely my thoughts while working on it the entire time. I hate tiny maps, and dev texture releases. But again, I just thought it'd be fun to port that by eye and make it look like low picmip settings. Various times I thought of resizing certain parts more to my liking, but I didn't really care.

To fair though it does have some fairly smooth concs, but they're very awkward and tight. Which I actually like. It keeps concs rewarding, while taking more skill than just breezing though prop ramp. Concs like that are also very fun to watch being pulled off. Kind of cripples medics though.
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Old 03-24-2014, 12:29 PM   #7
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Looks cool

Is it inspired in some quake map? the yard looks familiar for me.
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Old 03-24-2014, 01:39 PM   #8
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Yeah the yard does look familiar, kinda like one of the CPs of Osaka from TFC even though it's obviously not. Good job FDA.
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Old 03-24-2014, 08:53 PM   #9
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I'm increasingly surprised few people know what map this is. It IS a quake map. It's japanese castles. I guess it originated in quake 2 as "samurai castles", but it's in quake 3, quake live, and a few other games.
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Old 03-30-2014, 11:25 AM   #10
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I knew it! Good work mate i like the map :P
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Old 04-09-2014, 05:40 AM   #11
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It just didn't feel right on a run through.
No jump pads like the Q3 version
No interesting trimps
Cramped flag room
Dev textures.

C-

See me after class.

P.S. - Report this unhelpful post. <3
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