Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 04-06-2013, 08:53 PM   #1
ddm999
worst ff player eu
 
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout
Gametype: IvDZ
Posts Rated Helpful 18 Times
ff_sobad_a2

So, I think I might have finally made a map that might just play well in FF. (Now with lights)

FF_SOBAD! (Named after my skill both playing FF and making FF maps, as well as sort of taking the piss out of toogood.)

I'm looking to see how it works in a gameplay situation.

Stuff I need to do:

- More uppy downy bits.
- Security?

Screenshots for ff_sobad_a1 are in my Google Drive:
https://drive.google.com/folderview?...U0&usp=sharing
(Leave it a while to load, its all special and flashy cause its google)

ff_sobad.zip is the map. It contains is ff_sobad_a2.bsp and ff_sobad_a2.lua.

Lemme know what you think, where you played it, and, most importantly,
how the gameplay both is, and how it could be improved.

The map has a very open flag room, with 4 entrances/exits into it, and the flag can be easily taken without losing any speed.

The front doors have access to both the side rooms (which in turn lead to the flag room and back passage), and the ramp room.

It's a small map, but requires a lot of defence, as there's 2 short ways in/out the base, and you can shoot between the back rooms (maybe I'll change this with some uppy downy ness).

Last edited by ddm999; 04-07-2013 at 01:39 PM. Reason: Updated to a2.
ddm999 is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:19 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2019, vBulletin Solutions, Inc.