03-09-2008, 08:48 PM | #1 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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[RELEASED] ff_kingofthetree
ff_kingofthetree download
Quote:
Last edited by Lt Llama; 08-07-2009 at 05:49 AM. |
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03-09-2008, 11:19 PM | #2 |
Nade Whore
Server Owner
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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:O
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03-10-2008, 12:33 AM | #3 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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Interesting, U got a good or okay or bad PC spec?
Download link to test at all? |
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03-10-2008, 07:16 AM | #4 |
Join Date: Mar 2007
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My pc sucks severelly. It wasnt made for FF at all.
I wan't to fix the most obvious issues I have so far, then I post a download link. |
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03-10-2008, 02:50 PM | #5 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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looks neat
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03-11-2008, 12:00 PM | #6 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
btw, the solid trees are kind of annoying for sollies |
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03-11-2008, 01:04 PM | #7 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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T'was lots of spammy fun
IMO, one falls off the small ridge leading up to the hut too easily. To a degree, the same goes for the rest of the hills, it's too easy to miss a step and fall down the sides. Like walking a plank. And the low fps are a shame, but there are a lot models on-screen, plus a lot of spam - low fps make sense, i guess. Then again, i only played it for ~20 minutes before my broken computer crashed |
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03-11-2008, 07:20 PM | #8 |
Join Date: Mar 2007
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I'm gonna try and save it by building a wall around the tree, with secret passages from each team. Might gain 20 fps by that I hope. And also change blend textures. I will tweek the routes for easier walking .
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03-11-2008, 07:48 PM | #9 |
Join Date: Mar 2007
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Should be a real fun map once you get the routes to the hut sorted and perhaps a little optimization.
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03-11-2008, 11:48 PM | #10 |
Join Date: Mar 2007
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The routes are fixed, mostly. Also made clearer looking paths. One of the gangs have also smacked up a huge wall, as if that would keep anyone away . Fps around the tree is now 45-50. 2 of the teams have 30ish though, but thats no fighting area, just for transportation.
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03-15-2008, 12:36 PM | #11 |
Join Date: Mar 2007
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Added some new pics in first post of the latest beta.
I'm gonna do a quick test with a 3d skybox and see how it works out. When the map is set I'll move on to optimizing with hint brushes and occluders. Fps is up a bit. People with ok comps get 100 fps lowest. |
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03-20-2008, 07:12 AM | #12 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Just want the immense fan base of this pointless map to know that I havent ditched it. 3d skybox crafting atm, and that btch took a week. When it was done I just learned that shadows casts from the minimap to the main map, but not the opposite. With the finger hovering over the delete button for a while I have decided to try and save it anyway. Just a lot of work to get it to look and work acceptable.
/bb |
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03-23-2008, 11:23 PM | #13 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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3d skybox added and func_occluders.
I'll mess around with hint brushes and then post a beta. Yea, fence don't look good func_detailed |
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03-29-2008, 07:43 PM | #14 |
Join Date: Mar 2007
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Beta release. See first post for download and some new pics.
It is also running on Euroskillz @ 85.114.140.42:27016 I havent done anymore tweeking than adding the func_occluders. These might seem kind of annoying as players will come and go in your line of sight. But the view is clear in the middle of the map where the battling should take place. I also think that the occluders prevents spawn spamming. If you find any issues please let me know and I do my best to fix them. |
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04-02-2008, 06:19 PM | #15 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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:)
I´ve played ur new beta v, theres only thing that i dont like.. is the fact that u can t touch the limit fences, should be noplayer trigger at fences not before the fences. Looks very good tbh
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04-02-2008, 08:28 PM | #16 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
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04-05-2008, 10:31 PM | #17 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Released. See first post.
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04-16-2008, 02:33 PM | #18 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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:)
hm, ur map is kinda big, and i have like 250 fps on it, great optimization! I need some help on that subject : P
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04-16-2008, 02:46 PM | #19 |
I am the nip to your bud.
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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this looks fun as hell
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04-16-2008, 03:23 PM | #20 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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