Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 05-11-2010, 09:50 PM   #1
CHURCHMOUTH
crystaLcity
D&A Member
Beta Tester
 
CHURCHMOUTH's Avatar
 
Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D
Gametype: Capture the Flag
Affiliations: Goodfellas
Posts Rated Helpful 6 Times
ff_oppose_b1

B2 ready for download fixed bad spawns n @

Download:ff_oppose_b2







Last edited by CHURCHMOUTH; 10-07-2010 at 01:27 AM. Reason: new beta version
CHURCHMOUTH is offline   Reply With Quote


Old 05-11-2010, 10:44 PM   #2
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
pretty good map, thks for making it D:
zE is offline   Reply With Quote


Old 05-12-2010, 09:01 AM   #3
moosh
WhenNailGrenWillOut?
Beta Tester
 
moosh's Avatar
 
Join Date: May 2009
Gametype: mp_prematch
Affiliations: [:)] - Frag Happy, babe|
Posts Rated Helpful 29 Times
Sweet.
__________________
[[ ff_hotfudge - bhop_theonlyone ]]
"As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN
moosh is offline   Reply With Quote


Old 05-14-2010, 04:03 PM   #4
thiz
Tealeaf
Beta Tester
 
thiz's Avatar
 
Join Date: Dec 2007
Location: Scotland
Affiliations: fo!
Posts Rated Helpful 1 Times
looks nice, great to see some new maps!
thiz is offline   Reply With Quote


Old 05-18-2010, 04:51 AM   #5
Doughnut-4|4-
 
Join Date: May 2007
Posts Rated Helpful 0 Times
I like your maps a lot Churchmouth, and this is no exception.
I'd like to make some suggestions.
Ignore them if you like.
The maps already awesome.

1) Make the cave darker
2) Put more detail in small areas - specifically, long hall and above the flagroom
3) Grenades shouldn't explode in the spawns
4) Lights in yard might look better if wall mounted above
5) The yard might look better with more sky and less mountain
6) Teleporters are one way but going the wrong way... should be for offense.

Alternatively, you might consider making the upper spawn only a resupply room... similar to 2fort.



Thanks again for bringing back a classic.

Last edited by Doughnut-4|4-; 05-18-2010 at 04:52 AM.
Doughnut-4|4- is offline   Reply With Quote


Old 05-18-2010, 03:09 PM   #6
EquilibriuM
G9-
D&A Member
 
EquilibriuM's Avatar
 
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy
Gametype: ALL
Posts Rated Helpful 0 Times
Looks rly nice man, this was one of my favorite clan match maps ever.
__________________
EquilibriuM is offline   Reply With Quote


Old 05-18-2010, 07:17 PM   #7
CHURCHMOUTH
crystaLcity
D&A Member
Beta Tester
 
CHURCHMOUTH's Avatar
 
Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D
Gametype: Capture the Flag
Affiliations: Goodfellas
Posts Rated Helpful 6 Times
thanks for the comments fellas, doughnut you are right about the spawn teleporter and i have fixed that for my b2 release which is ready for a compile just havent had the time to do it yet could u elaborate on what kind of detail u would like to see in the long hall and flagroom, if u do that theres a good chance i might take you up on it brotha thanks again

exyooooooo
CHURCHMOUTH is offline   Reply With Quote


Old 05-19-2010, 01:48 AM   #8
Doughnut-4|4-
 
Join Date: May 2007
Posts Rated Helpful 0 Times
I liked the long hall pulsing electro tube thing...
but thought more faces/polys would make it seem more curved and tube like...
I'd consider adding an oscillation sound to that hall and/or a slight colored light chain along that wall/ceiling (with lights either pulsing or moving down the hall)



The upper flagroom entry always seemed odd to me even in the original but important for a balanced gameplay. Is it a ventilation shaft? Is it a storage attic? Is it an architectural flaw by the Blue Team to allow weakness in their base from Red Team Attacks? I digress...

...I was thinking more space between the ceiling cage and the glass might improve the feeling or get rid of the glass windowing... maybe adding a ventilation fan to make it appear as such. Perhaps panels along the wall would improve the look. (I'm thinking Jefferies Tubes from Star Trek Next Generation style). Adding a metal floor (would also make an interesting sound effect for defense below to hear incoming). Or maybe just bring the light level down to nothing.


I'm not sure what to suggest but those were some ideas.
Love the map. Looking forward to next release.


P.S. Did i mention it's really hard to exit the water way as a slower class?
Doughnut-4|4- 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 04:39 AM.


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