01-02-2008, 08:42 AM | #1 |
Join Date: Oct 2007
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[WIP] ff_megadrop
So, I have been working on a remake of the old TFC map Axldrop. (Hope no one else is working on it too )
Here are some screenshots and an explenation of the map for those who have never played the TFC version. Here is the main spawn room at the top of the drop shaft. This is where everyone starts and where everyone goes when they die. This is the only spawn points on the map. The room is separated by glass. Red spawns on one side, blue spawn on the other. You cannot attack anyone on the other side of the glass. Every 15 seconds the floor in this room "turns off" causing everyone up top to fall down the drop shaft (which I might add is 100 stories). This is the room at the bottom of the drop shaft. Be careful not to land in the deadly acid water of instant death . As your falling you try not to be killed by the other team, and try to land on the platform. Once down, everyone tries to get the yellow flag, and your goal, is to hold on to it. For every 10 seconds you hold on to the flag, you get 10 fortress points and your team gets 1 point. On death, the flag automatically returns back to its platform above the acid. A few pictures of the hallways/rooms you can run to/hide in. Last edited by DjOktave; 01-11-2008 at 08:50 PM. |
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01-02-2008, 08:51 AM | #2 |
Nutcracker
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Make the floor a func_brush and fire its Disable input when you want it to disappear and Enable input to reappear. You could also use a func_wall_toggle and fire its Toggle input to toggle it.
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01-02-2008, 09:23 AM | #3 |
Join Date: Oct 2007
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sweet, thank you... works perfectly
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01-03-2008, 01:04 AM | #4 |
Join Date: Oct 2007
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sorry for double posting, but I added more pictures.
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01-03-2008, 02:07 AM | #5 |
Join Date: Mar 2007
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that looks really god. Good job!
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01-03-2008, 09:53 AM | #6 |
Join Date: Mar 2007
Location: Belgium
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make the lights teamcolored or somethin, needs more color
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01-03-2008, 10:51 AM | #7 |
Join Date: Oct 2007
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hmm, ill see what it looks like
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01-03-2008, 10:03 PM | #8 |
I recommend moving to the ff_push Lua so you get one "flag" for the two teams.
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01-03-2008, 10:55 PM | #9 |
Join Date: Oct 2007
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yah, thats a good idea. I havn't done anything lua related yet, ill get to that when the map is closer to being finished. Right now, I just have ff_well's lua copied, but that will change later.
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01-05-2008, 07:42 AM | #10 |
Join Date: Oct 2007
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Anyone know have any idea why this is happening? Depending on the angle or position I view that part of the wall at, it seems to go completely black.
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01-07-2008, 04:11 AM | #11 |
Retired FF Staff
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Can't wait.
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01-07-2008, 05:16 AM | #12 |
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Axldrop6 was a great map . I still remember Axlfly8b... and then cried when 9b was released.
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01-07-2008, 07:47 AM | #13 |
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I'm hoping it doesn't take me to much longer, the only room left to build is this one.
Not to mention I have to finish the LUA scripting for it. Which I'm not very good at, but I've almost got it. My script right now allows you to get points for holding the flag, but there are still some problems I need to work out. If anyone would be willing to help me script this, it would be nice. |
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01-11-2008, 10:38 AM | #14 | |
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Quote:
check the name of the texture you used, its probably a model texture (vertexlit) and those only work on models .. |
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01-11-2008, 01:39 PM | #15 |
[AE] 0112 Ihmhi *SJB
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Fortress Forever Staff |
How about explaining how this map works (for the uninitiated, like myself)?
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01-11-2008, 07:54 PM | #16 |
Join Date: Oct 2007
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@stino: yah, that looks like it might be the problem, im going to change the texture and find out. (I did get it from the models folder on accadent)
Thats a little disappointing though because I really liked that texture [edit]I think I found its texture in non-model form[/edit] [edit2]Yup, found one that looks the same, and the glitch is fixed, thank you[/edit2] @Ihmhi: once I get that texture problem fixed, I will updated the screen shots in the first post along with an explanation of the map. [edit]Updated my first post with more pictures/descriptions on the map and how it works[/edit] Last edited by DjOktave; 01-11-2008 at 08:53 PM. |
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01-12-2008, 05:29 AM | #17 |
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^Yeah I think that's what the devs did
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01-12-2008, 12:11 PM | #18 | ||
Heartless Threadkiller
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Quote:
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01-12-2008, 07:14 PM | #19 |
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Heh, that description works. I added a more detail one to my first post though
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01-14-2008, 02:29 PM | #20 |
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I love it man, but can I ask why you used the yellow flag instead of the neutral flag?
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