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Old 04-27-2005, 08:28 PM   #21
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Very sleek looking. You have some interesting choke points set up too. I'm somewhat eager to take 'em out.
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Old 04-27-2005, 08:38 PM   #22
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choke points??
you mean spammy locations??

anyhow your map looks good.
but i dont think i like 2 play it often in war becouse of the hopfactor 200% dificullity
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Old 04-27-2005, 09:10 PM   #23
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Quote:
Originally Posted by PHISH
If most of the steps are too steep to walk up I think it would detract from the smooth flow of gameplay a bit. Basically, being caught on hundreds of little ledges wherever you go, having to jump up each one individually may prove annoying. That being said, I think the architecture looks great
Those steps are the exact height needed to walk up/down them without having to hop or anything. So, actually, you go over those areas quite smoothly

TFC is all about choke points & spam. You just need to have multiple routes to the flags, so things don't get concentrated too much in one place. I'll try to post a rough outline of how I want the bases to connect soon.
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Old 05-07-2005, 02:56 AM   #24
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Good job, good job.
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Old 05-07-2005, 10:23 PM   #25
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I've been pretty busy with RL so I haven't gotten a lot done the last couple weeks. Here are my rough plans for connectivity, though. I still haven't planned the insides of the bases in much detail, but you can see there are a few different paths available to attackers:


In addition to the front doors, attackers can actually take a lift that brings them onto the enemy battlements. They will be pretty easy targets for snipers here, however, and will still need to battle their way inside. I'm hoping this will keep snipers on their toes more, since they will be more directly vulnerable than in 2fort etc. (omg I misspelled 'access')


For the underground routes, there will be a 'just inside the door' route that is always available to attackers, as well as a more threatening entry that requires a detpack to open. The circular room pictured above connects all these routes, and is located directly below the circular bunker in the middle of the map.

I'm going to work on it a bit more the next few days (I have mon & tues off, yay!), I'll post again once I have the exterior of the map more or less done in rough form.
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Old 05-08-2005, 01:02 PM   #26
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Schematic.

I like that word :>!
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Old 05-08-2005, 10:37 PM   #27
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i like the looks of it keep it up!
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Old 05-09-2005, 08:22 PM   #28
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Just a few updated pics. (updated a couple 5/10/05)


Starting to look like an actual base, no? Added a makeshift red team logo from some defaul hl2 textures I found.


The little room to the left has a ramp that leads onto the enemy battlements.


Entering the battlements from the ramp.


View from the tower.

After looking over the pics of the current official FF maps, I think maybe I'm still being too stingy with the polies. I'm so used to the HL1 engine that I can't help but cut corners almost instinctually lol. What do you guys think?

Oh, and I have a tentative title: Ramparts. Were there any major TFC maps with this title, I don't want to 'steal' the name or confuse anyone. I found one TFC map with the name, but it was in a map pack and sounded like a minor novelty map.
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Old 05-09-2005, 08:29 PM   #29
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I know what you mean when you metion you still feel like you're stuck in a HL1 mapping mentality.

The pililars and entrance in the second pick look like they have a lot of strange angles. I really like the battlements.

I like what I'm seeing. Looks very clean.
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Old 05-09-2005, 11:25 PM   #30
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It does look very angular, i'm sure a few more polygons wouldn't go amiss.



although i'm not a mapper so what would i know, so dismiss this post if required
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Old 05-10-2005, 01:50 AM   #31
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I have had several hundred TFC maps and none were named "Rampart."
To be sure visit the TFC map bible JMC's.
http://www.planetfortress.com/jmcstf.../tfcindex.html
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Old 05-10-2005, 07:03 PM   #32
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http://www.planetfortress.com/jmcstfmapzone/tfc_r.htm

I see a map called Ramparts, but it's the same one I found before. Sounds like some little novelty map, so I'm not going to worry about it. I just didn't want to accidentally give it a name people will confuse with an old TFC map, or of a map that might get remade for FF.

Oh, updated the first and last pics above.
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Old 05-11-2005, 08:26 AM   #33
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some of those stairs (undercover ones in pic 2) might be better off as ramps
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Old 05-11-2005, 09:19 AM   #34
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Taking shape nicley, Id like to see an evening yellow/orange environment light though, and some displacements, would be real nice to use some texture lighting inside the bases to make use of your brushwork.

Looking forward to see how it plays
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Old 05-11-2005, 09:27 AM   #35
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This is looking pretty good, I look forward to more updates and to playing it =). I agree with Headz on the lighting. I'm using a warm orange for my light_env in my map and it looks real nice...I need to get some pictures put on here. Ok, going off-topic. Keep up the good work :].
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Old 05-22-2005, 08:05 PM   #36
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Doesn't look very actiony. :P




Glad to see your back in it.
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Old 05-22-2005, 11:01 PM   #37
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lol hey Beerdog, hope you're doing well!
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Old 05-25-2005, 11:39 PM   #38
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looking nice mate :]
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Old 05-27-2005, 11:32 PM   #39
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Damn and you say you are noob with source mapping :P

Im doing a map myself. Looks bit like badlands but much cooler ^^

Many snipingspots but you cannot snipe there to everyplace :P
And no more scouts using concs to escape there fast. You'll have to walk trough enemy spawn in order to get flag out.
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Old 05-28-2005, 04:53 AM   #40
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That sounds pretty terrible for gameplay man... How is that supposed to be fair or balanced?
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