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Old 04-17-2006, 01:41 PM   #21
o_caesium
 
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How about some info on the layout and gameplay concept behind the map design please. I can't tell anything from the screens, and the website doesn't work (if there was anything about the layout on there).

I never played the original version, but I looked at the link about the original you pasted but I couldn't see how it all fits together with your screens.

A screenshot taken from above the map looking down on it all might be a good start, maybe with some labels of key features, various attack routes, and defensive positions, and explanations of the gameplay, tactics, and any hooks (what makes this map special).

PS I like the funky room in pic 90000 (flagroom I assume). Not convinced by the "indoor streets" in some of the other shots though. Anyway, layout/gameplay info please.

Last edited by o_caesium; 04-17-2006 at 01:47 PM.
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Old 04-17-2006, 01:56 PM   #22
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This is more of an "E3" type post, then a detailed log on everything about the map. So I can get the general feel of what people think (such as, whats with the brick areas!) and get your mouths a little wet

You could download the UK linked version of the map, and bsp->map it to get the layout in detail if you like.

As Circuitous touched on, my idea for the map is a double or tripple "themed" area. The soul being, a building that disposes of acid waste. Starting out as a regular warehouse... that then fortified itself.

So the deep down bowels of the base is still an old warehouse (with a boiler room, loading docks and the such) that then expands outwards to the world becoming more of a fortress.

This was done, keeping in mind(supporting) the layout and props found in the orginal map.

Oh, and I also practice "themes" per level. Where the warehouse brick textures are on the 2nd and 3d levels of the map(and far from the front of the base), and the 9000 shot is on the 1st level of the map (closest to the base entrance)

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Old 04-17-2006, 07:55 PM   #23
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Looks interesting
Check out dm_powerhouse for inspiration (if needed) as it uses a similar theme and is executed very well.
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Old 04-17-2006, 10:53 PM   #24
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Quote:
Originally Posted by Defrag
Looks interesting
Check out dm_powerhouse for inspiration (if needed) as it uses a similar theme and is executed very well.
I love that map, its definitly a huge inspiration for the warehouse areas of the map. Great mapping right there!
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Old 04-21-2006, 09:23 AM   #25
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Shots of the Main Hall

Spit shots (in order):
http://img106.imageshack.us/my.php?image=spit0011xt.jpg
http://img95.imageshack.us/my.php?image=spit0029py.jpg
http://img95.imageshack.us/my.php?image=spit0034pj.jpg

FF_Spit Shots(in order):
http://img59.imageshack.us/my.php?im...w1200011kd.jpg
http://img59.imageshack.us/my.php?im...w1200026ox.jpg
http://img161.imageshack.us/my.php?i...w1200036rr.jpg

This was a test compile to work out the sky's lighting. So its VERY unfinished in the lighting department.

cheers!
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Old 04-21-2006, 09:49 AM   #26
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It's really looking promising. Any chance of a bsp to run around sometime please? Much easier to give some feedback then.
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Old 04-21-2006, 06:11 PM   #27
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Not quite there yet, few more weeks
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Old 04-21-2006, 08:05 PM   #28
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Neat.
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Old 04-21-2006, 09:44 PM   #29
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Looks great, waiting for a playable bsp ^^
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Old 04-21-2006, 10:55 PM   #30
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Kitty!
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Old 04-21-2006, 11:06 PM   #31
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Wha? That's a pony.
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Old 04-22-2006, 03:44 AM   #32
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Ah, the horse is a place holder for a team-statue that I have not made yet. Its the entrance to YOUR FORT, I mean, Ya!
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Old 07-06-2015, 12:37 AM   #33
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Very interested to know if this came of anything as I'm working on my own Ff_spit. Anyone know how I can contact pepsi or the original designer? I already have a playable bsp.. Just need to work on textures.. Then I might do a remake with nice models etc
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