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Old 03-17-2013, 07:02 PM   #81
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Quote:
Originally Posted by Elmo View Post
Yo!

I played on this and the teams weren't great but we locked it down and gave up mid way though a game. But it gave me fresh visions of what needed doing. So I've begun doing work on this.

Base front
  • Moved very front ramp to more easily slide into tunnel

Spawn
  • New defence spawn (not done yet)

Ramps
  • Widened security door/gate - less chance for random blocking.

FR
  • Added a hole in the wall in the FR for offence to hide when waiting for capture
  • hollowed out the tall platform to allow offence to run behind a wall in order to take down an SG

V-Ramps (Sec side)
  • Added a place for an SG
  • Added a platform to double jump off at v-ramps (to add variety in movement options)
  • Lengthened that narrow tunnel between crossover & v-ramps to slow flag runners in order to allow quick comms!
  • Widened the doorway at button. Can now do a nice conc at sec button through into FR and more easily get button. Also less chance of running into someone.
finally someones gonna finish the map.
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Old 03-18-2013, 11:05 AM   #82
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Not far off giving this a test as _b12. This weekend so long as I get an evening to work on it this week.

Some aesthetics I want improving but figured I'd make sure things work before spending hours on aesthetics... might want to move defence spawn entrance still

R.E new defence spawn - gonna keep engy at the offence spawn.

I do think it'll flow much better.
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Old 03-18-2013, 05:39 PM   #83
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Old 03-22-2013, 09:59 AM   #84
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Now i won't be able to do a slide with conc from "off" base to lift ramp , but maybe this is good. The speed i got with that was amazing and "Sg's" couldnt catch me :P

Nice work Elmo

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Old 03-23-2013, 09:13 AM   #85
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Lets see if _B12 works any better....

http://www.awillden.co.uk/ff/ff_medieval_b12.zip

plz let me know if I've messed up the release. Hope not.
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Old 04-01-2013, 08:35 PM   #86
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I know a pickup was played on this and I have watched the demo. Seemed to run better and the wider doorways seemed to have made a difference.

I noticed you all seemed to complain of poor fps though?! Don't know why but I'll look into it.

Anyway - could those of you that played it give me some more opinions.

Removal of resupply in offy spawn so cant just hide and stay alive there (demo & engi)

Made the tunnel loop and come out above flag. Also put a ladder on entrance so you don't have to double jump off the lip (yes I heard your idea in the hltv demo!)
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Old 04-01-2013, 10:46 PM   #87
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I only had FPS loss when the flag was in the entrance hallway. Otherwise, I thought it was pretty good.

I think the ladder on the entrance will be surprisingly helpful too.
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Old 04-02-2013, 11:37 AM   #88
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Originally Posted by homie in reboks' View Post
I only had FPS loss when the flag was in the entrance hallway. Otherwise, I thought it was pretty good.
Thanks for your input - punch a few other guys for me will ya? I'll work on this.

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I think the ladder on the entrance will be surprisingly helpful too.
Cool - you think the looping tunnel out above flag will be a better idea rather than just a hideout?
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Old 04-02-2013, 03:29 PM   #89
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Cool - you think the looping tunnel out above flag will be a better idea rather than just a hideout?
Maybe, but I don't really have much experience with a spy. Pretty taboo in pickups, but in theory that should work.
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Old 04-02-2013, 04:22 PM   #90
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Cool. Never said it would be for a spy tho :-p Should be useful just to distract defence in FR and provide another angle to get the SG. The initial idea was just somewhere to sit ready to grab flag on reset as there was nowhere to hide before but I think it could lend to more than that.
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Old 04-04-2013, 06:03 PM   #91
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Yeah a Ladder will be super helpful for the hole in the wall. I did manage to get in there a few times by double jumping off of the sewer pipe but it wouldn't be practical in a pickup/match situation.

The map seemed to play a lot better than the last time we played it. I can't really say what changed the playability, but we definitely capped a lot more on offense than I remember in previous betas.

I like this map overall

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Old 04-09-2013, 07:36 PM   #92
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Here we go again LOL. Tunnel extended, removed resupply in offy spawn, extended the tunnel between crossover and ramp and hoped to fix current FPS issues (more could be done to improve it but I think it should be alright now)

Don't hate me for another release just delete the last one.

http://www.awillden.co.uk/ff/ff_medieval_b13.zip

An issue I'm aware of is in dxlevel 81 a black shaded box appears in the sky.. No idea why.
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Old 06-26-2013, 12:18 PM   #93
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Really enjoying this map, looks great too, got a nice atmosphere, can tell lots of time and passion has gone into it
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Old 06-29-2013, 03:25 PM   #94
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this map needs a murderhole either a activated by a switch or perhaps for throwing nades down. im thinking on the ceiling of one of the doorways.

why add one because its fun and it makes it feel more medieval like.
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