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Old 02-06-2007, 06:25 PM   #1
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FF_Flare

Designed for CTF Leagueplay. Performance should be well suited for 8vs8.

http://users.pandora.be/storage_dv/ff_flare_b-5_1.jpg
http://users.pandora.be/storage_dv/ff_flare_b-5_2.jpg
http://users.pandora.be/storage_dv/ff_flare_b3_02.jpg

dark blue / purple version:
http://users.pandora.be/storage_dv/ff_flare_b-5_3.jpg
http://users.pandora.be/storage_dv/ff_flare_b-5_4.jpg

light blue version:
http://users.pandora.be/storage_dv/ff_flare_b3_03.jpg

overview:
http://users.pandora.be/storage_dv/f...e_overview.jpg

Some will vaguely recognize the T adapted from Monkey, the ramp adapted from SD2 and the flagroom adapted from Openfire. Kudos to the respective designers for such nice gameplay elements.

I designed the gameplay as such:
1 first line defender @ T
1 first line defender @ top ramp
2nd line defender @ elevator fr
2nd line defender (engy) @ flag

But nothing stops you from coming up with better positions.

Planecount, facecount and vertices are at their limits, so i can't really add anything. This is the 5th iteration, it has come a long way already.

I used some textures that were distributed here, thx for that. Credits in the .txt.

You can add this to the OT server. would be nice to test it with a few. (ps: anyone know a cheat to have the adrenaline boost non-stop? hl2dm is slow!)

Download link

Last edited by trepid_jesse; 02-12-2007 at 07:20 PM.
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Old 02-06-2007, 06:27 PM   #2
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Awesome job man! Just another map I'll add to my "can't wait to play" list!
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Old 02-06-2007, 06:27 PM   #3
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Yup. Quite awesome. Quite very.
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Old 02-06-2007, 06:50 PM   #4
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I think the lighting has room for improvement. Sometimes the light is saturated.

The design and overall look is weird, kinda reminds me of darkness which I never really liked.

It shows that you put alot of effort into it though, I wish you good luck for getting into rotation!
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Old 02-06-2007, 07:00 PM   #5
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Because tiredness has the better side of me, I will leave by saying very little: Nice map.
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Old 02-06-2007, 07:16 PM   #6
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Quote:
Originally Posted by BlisTer
Also, i don't think there are many serious FF mappers "out there". From Snarkpit i only know Jinx, from Mapcore only Defrag? From Interlopers i dunno.
[/URL]
Actually, there are quite a few very talented mappers here including Stino, Bumgravy, Imbrifier and Nezumi, just to name a few off the top of my head. There are more but I'd have to look them up.

But you may be correct in saying "there are more" over at the other forums. I have no clue!
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Old 02-06-2007, 07:17 PM   #7
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very nice, im glad there will be more competetive maps for FF right from the get-go

heres a question: did you design the cap point inside the base rather than on the open part you can see in the first screenshot on purpose?
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Old 02-06-2007, 07:27 PM   #8
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Hi BlisTer
I am a little uncertain about the purple element in the dark blue version, would it be possible to find a compromise between the dark and the light shades?

The when you finalise the lighting you may want to change the blue wall textures to a more complimentary colour, presently you have saturated light on desaturated wall team colours.
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Old 02-06-2007, 08:14 PM   #9
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Quote:
Originally Posted by MrMojo
heres a question: did you design the cap point inside the base rather than on the open part you can see in the first screenshot on purpose?
feels like i have more room to make it stand out there inside. I can always reposition the capture entity if it proves to be too long a walk. ppl would be confused what the "altar" serves for then though.

Quote:
Originally Posted by tyrus
Actually, there are quite a few very talented mappers here including Stino, Bumgravy, Imbrifier and Nezumi, just to name a few off the top of my head. There are more but I'd have to look them up.
i know, i saw some impressive work from them. when i said "out there" i meant it exactly like that: "not in here"


Quote:
Originally Posted by Own3r
Hi BlisTer
I am a little uncertain about the purple element in the dark blue version, would it be possible to find a compromise between the dark and the light shades?

The when you finalise the lighting you may want to change the blue wall textures to a more complimentary colour, presently you have saturated light on desaturated wall team colours.
i agree about the blue light, a comprimise between the 2 is the aim.
i'll also look into the saturation.

Last edited by o_blister; 02-06-2007 at 08:20 PM.
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Old 02-07-2007, 12:28 AM   #10
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It's nice to see a new CTF map, which isnt a remake of an old tfc map, and has a more modern touch than most of the other ctf maps posted here.

Quote:
The design and overall look is weird, kinda reminds me of darkness which I never really liked.
The lay-out reminds me of a mixture between monkey, shutdown2 and stowaway2, whilst adding interesting new elements (e.g. the access from the 'sniperdeck' to the top ramp).

The design and overall look seems pretty intense and will most probably add a certain je ne sais quoi to the gameplay. It's like a hybrid of schtop and hollow but then with a nifty new inside and a majestic new outside.


As for the lighting, I'd have the agree with the rest about the purple shades. It's probably best to tweak that a bit.

All in all, good job and an impressive improvement from the first version.
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Old 02-07-2007, 01:27 PM   #11
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Definitely original, can't wait to try this baby out.
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Old 02-07-2007, 03:49 PM   #12
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Quote:
Originally Posted by Lost
Definitely original, can't wait to try this baby out.
you can ... in hl2dm though.

It would be nice to have feedback about dimensions etc from ppl who know how FF gameplay feels.

Scuzzy has put the map on the [o-t] server ( 72.232.94.154:27025 ), check it out and drop me feedback through there if you want. i'm also up for a playtest if wanted.
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Old 02-07-2007, 05:10 PM   #13
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Its a huge map, that'll be fun all on its own. It ran very well, no drastic drops in FPS anywhere and the style is just great.

As for gameplay, I couldn't say, its got more open space than anything else we play on besides SD2. I could see some good concjumping places and sniper hidey holes though.
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Old 02-07-2007, 08:10 PM   #14
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I said in the other topic about this that it looks really original, unique and interesting.
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Old 02-08-2007, 07:21 AM   #15
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NICE!!! You're map is exactly how I first envisioned TFC:Source maps would look like.
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Old 02-11-2007, 12:20 PM   #16
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Looks cool. Like UT mapping style meets brushes.

With the texture lights, like in this screenshot, it might look better if you put

"%compileNoChop" 1

into the vmt to make them light more smoothly. I'm not sure if you wanted the chop there or not.
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Old 02-12-2007, 07:10 PM   #17
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Quote:
Originally Posted by Nezumi
I'm not sure if you wanted the chop there or not.
looks a tad more realistic this way, but i suppose the overall look could be more important than realistic details, so i'll try it with nochop in the next beta.
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Old 02-20-2007, 10:34 PM   #18
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Uh, Holy Shit. This is one of the best I've seen in quite a while. Kudos.
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Old 02-21-2007, 10:28 AM   #19
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This looks awesome, I'm getting it now It's pretty big (filesize) so I guess it'll be impressive in-game.
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Old 02-23-2007, 11:46 PM   #20
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A sick style of architecture - are you one of the Antoni Gaudis clones?
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