12-21-2007, 08:22 AM | #1 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
[WIP] FF_Torch(2) [Updated 2/11/2007]
FF_Torch is a reverse-CTF map.
Update 2/11/2008: Just a little update on what I've got done. The map is temporarily on hold. Also, it is going to change quite a bit because of problems with the geometry. Blue Base Blue Battlements Original TFC Map by Drakir: Last edited by squeek.; 02-12-2008 at 03:09 AM. |
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12-21-2007, 01:35 PM | #2 |
G9-
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Join Date: Sep 2007
Location: Florida
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how about ff_squeek2 :P
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12-21-2007, 02:12 PM | #3 |
Nade Whore
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Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Probably should be called ff_torch considering there isn't another one made.
Can I make a suggestion for the midmap part of it? instead of having those pointy slopes that make it look unrealistic, try using mountain textures instead, such as this map would take part at the top of some mountains. Just food for thought. |
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12-21-2007, 06:46 PM | #4 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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12-21-2007, 07:06 PM | #5 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Alright, so after talking to 4est on IRC I've decided to go with an ice/snow theme. The ice (if possible) will be slippery and the bridge to the cap will be partially if not completely ice.
It'll be a challenge to look good, but hopefully I can pull it off. I'll start work on it very soon.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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12-21-2007, 08:02 PM | #6 |
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Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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aw I love this map...can't wait!
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12-21-2007, 09:11 PM | #7 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Question: Should capping the flag kill you? After a cap, there really isn't any reason to live, and it would be easily justifiable (it was toxic sludge in the original, it could be something deadly again in ff_torch)
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 12-21-2007 at 09:24 PM. |
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12-21-2007, 09:18 PM | #8 |
G9-
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Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
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for sure kill on cap is Z best!
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12-21-2007, 09:22 PM | #9 | |
Fortress Forever Staff
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AND.. if the D is smart they won't kill an O immediately unless they are still causing damage. The smart O have a kill bind anyway...... so uh... Hell, I guess I got nuthin. |
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12-21-2007, 09:24 PM | #10 |
Nutcracker
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Better to force respawn instead of literally kill him if you go for that.
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12-22-2007, 01:47 AM | #11 | |
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Quote:
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12-23-2007, 07:07 AM | #12 |
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Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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make it like cz2. hold use to respawn
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12-23-2007, 08:01 PM | #13 |
My title is... Custom.
Join Date: Mar 2007
Location: Tri-State Area
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Iunno, I personally think it works to kill them. You said you like the cap fast, making them run back to spawn for more nades/concs will take more time to cap! lol.
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12-23-2007, 08:13 PM | #14 |
Retired FF Staff
Join Date: Mar 2007
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Auto kill for the capper gets my vote. Can you just see the noobs? "how come I die when I cap?" Then you say "You do I don't?". No not really But I like it cause it's a little different but still the same.
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12-26-2007, 01:28 AM | #15 |
SHUT UP AND SWALLOW
Join Date: Sep 2007
Location: Argentina
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I think an acid that kills the enmy team is a good idea, cos if it kills everybody... D has an already hard job on that map (way more harder than.. pitfall for example) and if the flags stays on the cp remember now u can grabit from midair so it wont fuck up the flag grabbin...
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12-26-2007, 09:26 AM | #16 |
Annoying people since 1986
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I'd say eihter force respawn or use to respawn
Second optoin allows O to either go back to start or hang (read: frag) around D's base. |
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12-27-2007, 01:06 AM | #17 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
So I'm at my grandparents' house for the next couple of days. I'll be working on some sketches while I'm here so I can get straight to work when I get back home. Looking forward to working on this. By the way, I think I'll go with the either the use to respawn or a forced respawn.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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12-27-2007, 07:51 AM | #18 |
Annoying people since 1986
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I'v been thinking this over and I think a forced respawn would be best here, otherwise the D's base can get very crowded, and you don't want that on this kind of maps!
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12-27-2007, 09:38 AM | #19 |
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either a 'use to respawn' or no forced respawn / kill of any kind, to be honest; let the capper dm some defence!
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12-27-2007, 12:21 PM | #20 | |
Annoying people since 1986
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