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Old 04-10-2008, 02:32 PM   #21
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Old 06-15-2008, 08:19 PM   #22
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Old 07-29-2009, 04:47 PM   #23
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Quote:
Originally Posted by Nuk3m View Post
RELEASE
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Old 08-04-2009, 04:26 AM   #24
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Hey Credge can we get a working DL link for this?
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Old 08-04-2009, 10:54 AM   #25
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Yeah any way we could Credge? Prettyyyy Pleaseeeeeeeeee !!!! Just looking at the pics and watching the video makes me REALLY wanna play a 4v4 on this bad! The pickup players need some new damn maps! We've been playing the same ones over and over usually 2x a day sometimes! Anyways looks like a great job Credge gratz and thanks man much appreciated!
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Old 08-04-2009, 12:09 PM   #26
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I'm not sure if I still have this. Lemme give a look to see if I have it.

But before I'd release it I'd work on it some more to fix any bugs and what nots.

Edit: Eh, the most recent version I can find is one where there's no lighting, the bases are still in the older style textures, one base is still blocky, and there's a minecart in the middle of a base.

I'm still looking though.

Re-Edit: Yeah, I'd rather just re-do the map and do it right. What I've got in this map so far isn't that hot and I could do it justice now.

At least if I re-do it I can maybe make it less of an O cap fest.
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Old 08-04-2009, 12:46 PM   #27
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An example of one of the mistakes I made was to use a unit of 1 for measurement instead of a unit of 2 or higher.

I'm going to take the same level lay out and design but do it right, minus the water I think. I also think I'll do something else with the flag room. We'll see how it goes.
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Old 08-04-2009, 02:14 PM   #28
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So, redoing this is a lot easier than I thought. I've been doing this little bit off and on since my last post, relearning how to do rounded curves and all that fun stuff.



I've decided to do this map proper. More props, more detail, better lighting, better theme, area portals (if needed, the earlier map didn't because of its small size), and other things to help optimize, make it sleeker, and just make everything better.

I have some ideas for a better yard to (hopefully) slow the map down slightly. I was thinking of putting the two bases Schtop style. You know a sort of:

Code:
BASE
   |
   |
    \__________
               \
               |
               |
             BASE
I would still like it to be one conc from base to base though.

Edit: As for the theme, I'm debating between two. Either a future-tech theme or a more traditional theme. Of course, I'll only be using textures that FF comes with unless someone would be nice enough to make some spanky and nifty future-tech stuffs.
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Last edited by Credge; 08-04-2009 at 02:17 PM.
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Old 08-04-2009, 03:44 PM   #29
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remove top entrance to the flag imo : )
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Old 08-04-2009, 05:50 PM   #30
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Quote:
Originally Posted by =AS= zE View Post
remove top entrance to the flag imo : )
Yeah, that's the plan. No water. Or, if there's water, it'll lead to a fourth room off to the left (or right if you're looking at it in ASCII form).

I'm pretty excited about this redesign.

I'm thinking something like this:

Code:
-----ENTRANCE-------------ENTRANCE---|
|             |SPAWN   |             |
| RAMPUP      |________|             |
|       _____                        |
|---|TOP|    |                       |
    |H |     |                       |
    |A |     |                       |
    |L |     |_______________   _____|
|___|L |__________          |   |
|                 |         /   /
|R|               |_______ /   /   
|A|                ___________/
|M|____           |_______________________
|P___X_           ___________             |
|_________________|         |             |
                            | WATER ROOM? |
                            |             |
                            |_____________|

X=Flag
Watch the video and maybe that will make some sense.
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Last edited by Credge; 08-04-2009 at 05:59 PM.
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Old 08-05-2009, 03:20 PM   #31
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sent you a pm I found b2 right under me nose in my clan DL files. :P but I won't post a public link unless you say so.
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Old 08-05-2009, 03:35 PM   #32
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If you want to release it so people can play on it I'm all for it, but I can't use it to actually tweak anything .

Thanks for looking for it though. Going to work on the reworking of it super hard.
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Old 08-06-2009, 04:40 PM   #33
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Just a quick update. Textures and detailing will change, experimenting with different ideas at the moment since the layout is simple. I like those big metal beams but I'm not a fan of the lights. I may use natural lighting in that room instead.

Edit: Oh yeah, the pics.





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Old 08-06-2009, 05:55 PM   #34
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I like the lights lol, and it's looking really nice man
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Old 08-12-2009, 08:17 AM   #35
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ATTN: IT IS NOW TIME FOR AN UPDATE!

I haven't been able to work on it, or play much FF (since I've been back in to FF I've only played 2 pickups I think), but I had some time to work on it tonight.

So, here we go:

Here is an idea of the outside. That top texture will be changing, but that's the general look of the outside. On the right side, where the wall ends, there will be rocks. On the left, right at the end of the left door, the same thing.



Continuing from where I left off from the other day, here's the flag room so far. It's still WIP, I just wanted to flesh it out. The flag will go where it did before, but you'll notice some changes, like the two sided ramp.



Turning your attention back to the entrance, here is the left entrance. It's dark at the moment, still WIP. I want some cool stuff to be featured in this room as, hopefully, a decent amount of action will take place here. At the least it will be well traveled by all players as the main spawn will also be here.



Turning around, and heading back up to the flag room, we have the ramp. I've changed it a bit, making it more square so it's a bit harder to conc up. The last one was a bit too slippery for the O. I put the lights in the wall here.



And we keep going up...



Finally, the most WIP room is the water/secondary entrance. I'm not sure if it will be water, but this is where the secondary entrance will be. I'm unsure on how I want to do this, if it's going to be dirt or not. It may just be a cave that extends from the left yard to that part or it may be a water entrance. I'm not sure.



Anyway, that's what I've done tonight.
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Old 08-12-2009, 08:29 AM   #36
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Quick second thought that I didn't want to put in that post as it might be ignored:

From previous play testings it was sort of found that having it on the ramp helped the O more than the D. The sort of weird irony of this is that it was intended to make the D a bit easier because the map was very small.

However, since this hasn't been play tested yet, I can't really be sure of how this will be. I do suspect, though, that the results will be the same. One change I have made with this ramp is that it isn't positioned perfectly with any door, except for the secondary entrance. However, that is designed to be longer, non-concable, and mainly for spies or medics looking to take out an SG.

I suspect that this change in position will be neutral to both O and D as a demo will prefer the flag be down off the ramp while O classes will prefer it to be on the ramp as it allows them to skid off and away from it more easily.

Thoughts?
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Old 08-20-2009, 03:43 PM   #37
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A quick update:

My curvy displacements suck. The shadows look terrible on them, breaking abruptly when they reach a wall. The map is almost ready for a quick bout of testing though. I just need to make a spawn. I'm thinking of putting it near the flag room on the top level.

Before this I have to make a spawn, put in all the bags, flags, and caps, retexture everything and get rid of those curvy displacements.

I need to figure out how to make both concave and convex curves without displacements. Shouldn't be that bad though.

As for concing on the map, it's pretty smooth. I think, though, that after the first cap it'll play more like monkey, with medics trying to take out sollies, the SG, and the demo. Should be fun.
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Old 08-20-2009, 07:03 PM   #38
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sounds great, can't wait to test this one out!
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Old 08-21-2009, 12:06 AM   #39
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I love you credge in the most non homosexual way.... unless you want it that way...
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Old 08-21-2009, 04:21 PM   #40
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Hey man looks great so far! I really liked all the screenies you took I'm really feeling it!! Thanks for making this map and doing it all over much appreciated we really need some new maps to play BAD!!! Can't wait to finally play it be sure to give me a PM when you test it out I wanna be there lolz !!!!
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