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Old 11-19-2009, 11:02 PM   #21
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crossfire2_b5 screens

A few screens from a possible different direction.



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Old 11-19-2009, 11:20 PM   #22
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updated http link in first post.
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Old 11-20-2009, 01:24 PM   #23
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too dark.
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Old 11-20-2009, 01:57 PM   #24
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Its not too dark, Id much rather a night map, makes things a lil interesting, if anything put the light pointing in certain spots snipers would be in. Keep up the good work Mono, GOGO night map
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Old 11-20-2009, 02:25 PM   #25
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its a relatively small enclosed fast paced and hectic deathmatch map, visibility is extremely important. especially with a billion grenades flying around, does not make sense to make this change in my opinion :E
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Old 11-20-2009, 02:36 PM   #26
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its a relatively small enclosed fast paced and hectic deathmatch map, visibility is extremely important. especially with a billion grenades flying around, does not make sense to make this change in my opinion :E
First of all, spam grenades arent hard to avoid. Just dont be dumb

The grenades have red rings around them, rockets have fire coming out of them, pipes now glow. I mean for Peat's sakes, snipers has lasers you can see from across the map! The only thing that I can think of having problems in the dark is detpacks in the shadows, that would be gay (for obvious reasons), but since they are being taking out of the map (breaking doors), I truly dont see a problem in a darker map. A lot of GOOD multiplayer DM (for different games) maps have been night time maps why not introduce this factor into FF... I mean i know we have 2fort_sniper or what ever, and that map worked out pretty well.

I just think that a night map would be cool. Maybe, have two variants of the map, ff_Crossfire_day and ff_Crossfire_night, let the servers admins decide on which one they will use. Or let the player population decide on it, all in all it comes down to the player population on what maps work...

Last edited by Playa_FF; 11-20-2009 at 02:46 PM.
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Old 11-20-2009, 03:16 PM   #27
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for peats sake chill out lol, we re discussing the lighting no need to work up a
sweat. i also like dark and atmospheric, but that doesnt mean its ideal for a map.

its not just about the projectiles, combine everything this map entails, and imparing the players ability to see things is not preferable. visibility can also be an important factor in peoples ability to move around a level, clearly distinguising between floors and walls, as well as lining up your aim. this is only elevated with the pace of ff, high number of players, small space, spam, etc.

the texturing is already very samish with very little contrast and making it this dark everything just merges together.
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Old 11-20-2009, 03:24 PM   #28
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Quote:
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[stuff about nade spam in the dark]

the texturing is already very samish with very little contrast and making it this dark everything just merges together.
The large changes in elevation keep nade spam to a minimum.

This map is being ported; Mono did not do the brushwork.
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Old 11-20-2009, 03:35 PM   #29
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The large changes in elevation keep nade spam to a minimum.
that minimum is still high, people congregate at the middle square, where a high proportion of the spawnpoints encompass, and just jump out there spamming. combined with how often you die and respawn with fresh grenades, it is a spamhole.


Quote:
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This map is being ported; Mono did not do the brushwork.
i know, i didnt say he did, im just suggesting reasons why making it so dark is not favourable. i actually ported this ages ago just to test, but i never released it.
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Old 11-20-2009, 03:57 PM   #30
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We just playtested b5 for like half an hour, and the visibility is mostly fine. It's a little harder in the yard to see, but everything else was fine. This map is shaping up to be something amazing, keep up the great work mono
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Old 11-20-2009, 04:22 PM   #31
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that skybox doesnt fits the hl2 textures surrounding, but meh. And put + respaws

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Old 11-20-2009, 04:57 PM   #32
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The spawns are basically the same as the original
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Old 11-20-2009, 06:21 PM   #33
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edited first post, b6 is released!
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Old 11-20-2009, 10:21 PM   #34
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At a glance, it looks just slightly too dark... but that's the difference between pictures and actually playing it. I'll DL the newest version and run around it. *IF* it needs tweeking on the lighting, it's not going to be by much.

Also, I don't think it was stated that Detpacks are going to be removed from the map, just that they won't be able to break the doors. It would be a seriously bad thing to remove detpacks from this one.

Awesome job on it, so far!! I'm really loving it!
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Old 11-20-2009, 10:26 PM   #35
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I love the current playtest group. They are excellent at seeking out possible issues. Thanks guys.
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Old 11-22-2009, 11:48 PM   #36
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BETA 7 RELEASED!

Beta8 is now available! check it out!

Last edited by MonoXideAtWork; 11-23-2009 at 03:09 AM.
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Old 11-23-2009, 02:16 PM   #37
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Oh shit, ill smoke some weed and go in there today and just look for shit.

And kill Genghis with a pyro.

Last edited by Playa_FF; 11-23-2009 at 02:16 PM.
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Old 11-23-2009, 03:39 PM   #38
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new screens, and DL link to b8 in the first post!
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Old 11-23-2009, 03:50 PM   #39
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looks pro dude, cant wait to get home!
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Old 12-06-2009, 07:59 PM   #40
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this map brings back memories i use to play half life deathmatch like ten years ago and i loved this map lol
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