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View Poll Results: Mortality spaw | |||
Leave as it is | 8 | 61.54% | |
Remove spaw for all classes in top respaw | 5 | 38.46% | |
Voters: 13. You may not vote on this poll |
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Thread Tools | Display Modes |
11-28-2009, 11:25 PM | #1 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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FF_MORTALITY_B2
ff_mortality_gz_b1 to ff_mortality_b2
Fixed version, as a request of dr.satan for ugc league, not sure if its too late for it, but had several issues with it, that took me some time to fix. -fixed several mistplaced textures -fixed several streched textures -fixed water flagroom ladders/ yard water ladder so u dont get stuck under them -Added envoirment sounds -Removed massive skybox around the map, and placed it just around the yard -Added envoirment_light with the recomended brigntness and ambience light for the skybox -Added a bit more lighning in flagroom and in yard -Added cheap water in yard -Fixed water tunels bugs -Fixed map leaks -Changed several textures -Lowered top base entrance -Added a highter skybox so u can conc without hiting the skybox -Smaller bsp from 15 megas to 10 megas -Improved fps Lua changes thanks to ynfi/squeek) Now the demoman spaws always at top respaw in the first round, then respaws always in lower respaw Soldier/heavy spaws always at lower respaw offie/ng spaws randomly in bot spaws Dowload link : ff_mortality_b2 Last edited by zE; 11-30-2009 at 07:16 PM. Reason: changed dowload url |
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11-28-2009, 11:28 PM | #2 |
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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ooooo - chop chop with the DL link
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11-29-2009, 04:47 PM | #3 |
Join Date: Jul 2007
Posts Rated Helpful 1 Times
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good work ze
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11-29-2009, 09:16 PM | #4 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
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When you say you 'removed the massive skybox', are you referring to the fact that as a scout you could almost always conc on top of the base?
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11-29-2009, 09:39 PM | #5 |
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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no he means the way that gnaa put a sky 'box' around the entire map to deal with leaks.. which is bad mapping
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11-30-2009, 12:29 AM | #6 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
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lol fail
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11-30-2009, 09:45 AM | #7 | |
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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NICE, it's a bit late for the map this week, but will definitely be nice later on and in pickups. Although I'm not really excited about this:
Quote:
I would rather just see all just spawn bottom like I was initially going to do when you pm'd me and told me the map was yours too and not just gnaa's. Random spawns are shitty all around b/c when you spawn your getting a crappy spawn half the time. Especially on this map where; as O, if you spawn top you loose hp dropping down out of the window into yard which is kinda lame to punish someone for a map design flaw. And as D, if you spawn bottom you loose precious seconds getting back into position, which would be fine if everyone spawned there always b/c then it's standard, but when there's the chance you could be spawning top and you don't you feel cheated somehow. Plus when your O and you kill a player, any good player is going to know/calculate how much time you have before they are back into position and what routes to take to avoid them. ie: if you kill the engy you know he'll be down for about 2/3 seconds, that there is likely going to be an emp tossed at bottom entry to foyer, and therefore would go top and go for SG. But with the spawn how you have it now, you can't really do that correctly. idk just my 2 cents. I am glad to see you updated the map, but I am also kinda disappointed to see that the one thing I started out to do/get done didn't really happen.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 11-30-2009 at 09:48 AM. |
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11-30-2009, 10:04 AM | #8 |
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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boom!! There goes another in favour of all bottom...
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11-30-2009, 04:51 PM | #9 | ||
Join Date: Sep 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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Quote:
As a result of keeping that and the higher skybox and a little lower battlements. I needed to atleast give the defense a chance to stop the first scout rush and spawning a demo top once does that. It's not going to be easy for a demo to stop a scout either way. On the old mortality you were likely to meet atleast some defense player spawning top. With the changes made I needed to come up with an idea to counter that. (it was really gators idea) Quote:
The other point of view that many value is the fun factor. And it's something I have discussed with the people that play this map alot. They value spawning randomly because it's fun to do things differently from time to time. trying to conc from bat to bat etc. Same goes for engineers. It's the mort the we know and love... I tried to protect that. I think I have reduced the unfairness enough for it to not be a deciding factor anymore. (if it ever was). Last edited by yfni; 11-30-2009 at 04:56 PM. |
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11-30-2009, 07:13 PM | #10 |
Join Date: Sep 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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download lua + map @
http://www.filefortress.eu/mapdownload.php?map=21 it's already on milkwood & tf server |
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11-30-2009, 07:17 PM | #11 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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used same link for post dl : )
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11-30-2009, 10:57 PM | #12 |
Join Date: Jun 2008
Location: MA
Class/Position: Medic Affiliations: Goodfellas Posts Rated Helpful 0 Times
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I support random spawning!
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12-01-2009, 09:07 AM | #13 | |||
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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Quote:
Random spawns, however, are just bad, they always have been and always will be. The only time they really aren't are in a map like bases where both spawns are relatively equal distance away from all defensive positions and spawning one over the other doesn't give you a disadvantage. In this map your giving a HUGE advantage to any defender that spawns top as well as a major disadvantage to any offensive player. And I'm not sure how I can really explain that further tbh. Quote:
Quote:
wrt the "fun factor," that seems like kind of a stretch really. Yes it's nice to mix things up...but if you really think that where you spawn in a map is what makes the map fun, then I'm wasting my time explaining all of this. Either way, it's your map (or zE's or gnaa's or whoever's) and you can do with it what you want...the only reason I even tried to fix it is b/c was given the .vmf (by the person I was led to understand mapped it), it would have taken 5min (in fact I was literally compiling the fixed version when zE pm'd me and I think it took like 20 sec. to fix), and I was under the impression that the map was made by gnaa and only textured by zE. And I just think it's silly that after all that, the one thing I wanted done for the league didn't even happen.
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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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12-01-2009, 09:41 AM | #14 |
D&A Member
Join Date: Mar 2009
Location: Rotterdam
Class/Position: I like them all (except snipers :P) Gametype: Capture the Flag Affiliations: [TW] Posts Rated Helpful 0 Times
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I support random spamming!
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12-02-2009, 03:17 AM | #15 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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If some guys here nice, and friendly i would do exacly as u guys wanted, this is not to dr.satan cuse hes cool, but anyway i have a democratic spirit so i do what majority wants, and not what 1 person tells me to. And btw i lost like 12 hours in 3 days, to fix it, this comments are a bit ungrateful but meh.
Last edited by zE; 12-02-2009 at 03:17 AM. |
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12-02-2009, 06:35 AM | #16 |
Join Date: Oct 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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good job zE dont listen those jerks u did a good job. this version is better and easy to conc to top
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--DMC-- |
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12-02-2009, 11:34 AM | #17 |
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Join Date: Mar 2009
Location: Rotterdam
Class/Position: I like them all (except snipers :P) Gametype: Capture the Flag Affiliations: [TW] Posts Rated Helpful 0 Times
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ye its way better and looks gooder lolz
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12-02-2009, 12:51 PM | #18 |
Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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afaik nobody has said that it's not a nice improvement over the last version or that anyone's efforts to help develop FF aren't v much appreciated. all the feedback i've seen and given has consistently made clear that this version goes a good way to addressing most of the issues and will be a v welcome improvement over the previous version, so thanks to everyone involved for putting the hours in to get it done.
imo it's a shame that it hasn't been possible to get the one simple spawn change that was really wanted for the league implemented fully even now (you've made a big step towards that with this version, which is a great improvement, so thanks v much for doing that), and it's also a shame that it wasn't possible to get that done in time for the league last week as was the intention. the first of those 2 issues has been attempted to be discussed in this thread in a constructive manner by satan, so pls try to see that so that perhaps the issue can be discussed properly rather than ppl just getting offended at constructive criticism and nothing positive resulting from it, and the latter issue is really just more of a frustration (as clearly it's too late to do anything about that now) but may be worthwhile noting so we can try to prevent it happening again in the future. overall, i'm v much looking forward to playing the new version lots and welcome any future improvements, so thanks v much for your hard work. anyone who isn't grateful has probably never tried to make a map.. |
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12-02-2009, 01:17 PM | #19 |
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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yeah, definitely! I'm certainly happy that I can no longer get stuck underneath a ladder that I'm trying to climb
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12-02-2009, 06:48 PM | #20 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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anyway, its as i sayd if majority wants completly remove top spaw ill just compile a b3, just takes some 20 min or so, cuse the other issues are now fixed.
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