Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 07-03-2013, 05:17 PM   #21
onE
Beta Tester
 
onE's Avatar
 
Join Date: Oct 2008
Location: Detroitish
Class/Position: D Scout
Gametype: CTF
Posts Rated Helpful 0 Times
im tryin to figure out where you want a solid door? theres a solid door to get into flag room main way...and lasers uptop. If you make lasers solid then how does defense setup in flag room without the button being pushed?

maybe you mean a door instead of lasers at the flag?

anyways, i always thought the map was named swoop because of where the flag sits and it looks like you can conc to flag and ride that ramp up, and your speed allows you to come off the top part towards the exit. if thats the case maybe it should be called broken_swoop. im jp, map is fun and i hope more come out like it...so much better then neons maps(i said it).
onE is offline   Reply With Quote


Old 07-04-2013, 11:38 PM   #22
ian.de
 
Join Date: Aug 2009
Gametype: Capture the Flag
Posts Rated Helpful 14 Times
Quote:
Originally Posted by WiFiDi View Post
this map ian you pretty much aced there isn't much you can do that would make it more amazing. but that beign able to get thru that door would be nice. just don't use lazer lines to many of those already do a full lazer wall. (that you can passthru.)

however the map might play better with a solid door idk how it will effect the map worth a try atleast.

also should put FF logo somewhere in yard for funnzies.
I've been itching to fire hammer up again here for the past few weeks. Maybe I'll make some changes and see what happens if I make the security door passable to defenders while sec is up, and move the respawn.
ian.de is offline   Reply With Quote


Old 07-05-2013, 01:30 AM   #23
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
The only suggestion I could make is for that ramp in the center. Maybe make it less of a sharp curve or make it flat instead of curved? Seems to cause me to slow down quite a bit when I use it with a conc to get to the top.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Old 07-05-2013, 03:25 AM   #24
ian.de
 
Join Date: Aug 2009
Gametype: Capture the Flag
Posts Rated Helpful 14 Times
Quote:
Originally Posted by KubeDawg View Post
The only suggestion I could make is for that ramp in the center. Maybe make it less of a sharp curve or make it flat instead of curved? Seems to cause me to slow down quite a bit when I use it with a conc to get to the top.
Great point, I was meaning to fix that too.
ian.de is offline   Reply With Quote


Old 07-05-2013, 04:13 AM   #25
WiFiDi
Beta Tester
 
WiFiDi's Avatar
 
Join Date: May 2010
Class/Position: Soldier
Gametype: Capture the Flag is there any other
Posts Rated Helpful 26 Times
idk if you should move the spawns instead maybe make another way out.
__________________
WiFi's Stream
Support FF:
Failure is always an option.
It's a happy massacre?! (yes, yes it is!)
To make most awesome thing in universe combine Bears and Nicholas Cage!
and remember kids, we didn't start the flame-war!
WiFiDi is offline   Reply With Quote


Old 07-05-2013, 07:31 AM   #26
ian.de
 
Join Date: Aug 2009
Gametype: Capture the Flag
Posts Rated Helpful 14 Times
Right now the problem with the map during 4v4 pickups is that it's a cap fest because the offense can get from their respawn to the enemy flag room in about 5 seconds. I can address this by either making the yard longer, moving the respawn further back in the base, or making an offense only respawn that is further back.

I could also decrease the amount of time that the security is deactivated from 30 seconds to 25 seconds (which could make the difference of an extra run each time the security is down).

Another problem is with offense spamming the enemy respawn, which I could solve by adding a nogren entity around the area surrounding the exit, or raise the exit off the ground.

I made the map with movement in mind, I wanted something that would be fun to play and would be a little different than other maps. I love the conc+surf+rampslide combinations that you can do, especially as a scout you can surf into the enemy base, conc+rampslide into the flag nook, hit the back and swoop out of the flagroom without ever stopping.

Last edited by ian.de; 07-05-2013 at 07:33 AM.
ian.de is offline   Reply With Quote


Old 07-05-2013, 08:02 AM   #27
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Maybe a defensive spawn closer to the flag room?
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:13 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2019, vBulletin Solutions, Inc.