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Old 05-05-2007, 10:24 PM   #1
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[WIP] FF_Pitfall

THIS MAP HAS BEEN RELEASED! See: [Release] FF_Pitfall

Update overview: Unveiling of the base exterior; beta release soon

Update 12/14/2007:
Okay, time for a legitimate update. I plan to have this map ready for playtesting by Sunday. That is, if I can get everything done in time. I plan on working on this map a whole lot in the next couple of days. I have completed the layout of the inside of the base and am quite happy with the result. The exterior is still viable for tweaking, and the mid-map is most likely going to see some changes. I need to add in a 3d skybox, and merge the two bases together. But, I have something for you (see below).

The most obvious change is that of the side entraces. Originally ladders, they are now push entities. Instead of having to climb around the front of the base to jump through the window, there is a path directly to the inside of the base. Jumping from the window to the raised mid-map platform is only possible by a scout without taking damage (certain classes can land on the pipes and jump up to the platform). Other than that, everything will be changed as necessary through playtesting.

Blue Base Exterior




Middle-Level looking towards the Cap




Bottom-level/Pit from Middle-level




Top Spawn/Battlements




Bottom-level/Pit




Flag Room




Original TFC Map by Drakir:
Yard from Red Battlements | Bottom-level Pit

Past Updates
--------------------------------------------------------------------------
5/5/2007: Thread started, map unveiled
Images: Flagroom | Bottom-level Pit | Side Ramp
--------------------------------------------------------------------------
5/11/2007: New 'dug-out' theme unveiled, original TFC map images added
Images: Flagroom | Pit | Pit from Mid #1
--------------------------------------------------------------------------
5/12/2007: Small texture change
--------------------------------------------------------------------------
5/14/2007: Flagroom Platform and Ramp planks changed, new rock texture
Images: Pit from Mid #2
--------------------------------------------------------------------------
5/30/2007: Flagroom changed up a bit, new blended rock texture, FR ramp and platform reverted
Images: Pit from Mid | Pit | Flagroom
--------------------------------------------------------------------------
6/2/2007: Big update. Top-level added. Sunlight added.
Images: See above
--------------------------------------------------------------------------
8/17/2007: A clean slate.
--------------------------------------------------------------------------

Last edited by squeek.; 12-21-2007 at 02:21 AM.
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Old 05-05-2007, 11:00 PM   #2
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looks good, the ramp in the fr seems kinda steep but it might be the angle
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Old 05-06-2007, 12:23 AM   #3
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Yeah looks pretty steep. Will be good for double-jumping though.

It's pretty dark, too.
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Old 05-06-2007, 12:38 AM   #4
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hell yeah it's one of my favorite maps.

some suggestions for the map overall:

- add a portal to the bottom spawn to go to top spawn, or to the top, the elevator sucked
- maybe curved walls for the side ramps? i dont know how it works in ff with concs but it would be cool to conc there and slide around the corner like surfing in Source
- it would be cool if the theme was a dug out area, you could have the walls from mid level to bottom be rocky, it would fit with the hole from mid to bottom idea. then have it sort of change halfway up to be the industrial theme you have right now.
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Old 05-06-2007, 12:48 AM   #5
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looks really good
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Old 05-06-2007, 01:08 AM   #6
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I had planned on removing the elevator without a doubt; teleporter is an obvious choice but I might try something else--we'll see

Not sure how curved walls on the low-high connector ramps would affect defense, but it sounds good for offense. Might try it

As for the ramp, it has the same start and end points as the original, but it is slightly curved at each end making the middle bit a tiny bit steeper than the original ramp. It shouldn't be a problem

And finally, I really like the dug-out theme idea. Probably will go with this, which will mean quite a reworking of almost everything I've done so far. This might take quite a while, so don't expect frequent updates for a little bit (a long bit).

Edit: This is the look I've decided to go for:
the Jasujeong cave in South Korea
Another shot

Last edited by squeek.; 05-06-2007 at 01:25 AM.
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Old 05-06-2007, 01:28 AM   #7
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the curved walls/surfing thing sounds really cool

screenshots look great too.

dug out theme - maybe make it like "they" are looking for something? and that thing is the flag? thats if i understood it correctly
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Old 05-06-2007, 03:43 PM   #8
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Looks like a great start mate! Great to see another of my old projects come to life in FF. Ill keep following the process of the making.
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Old 05-06-2007, 03:53 PM   #9
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Very good it has a unique style, maybe increase the colour variation and ambient lighting a tad. I have not played the original can we have a before and after image of what the flag room looks like at a wider angle?
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Old 05-06-2007, 04:59 PM   #10
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This map looks really nice, and can you promise me one thing before you continue? Do not add tonnes of curves; stick with your current, angular, sharp-edged design--please! : )

The texturing is nice and so is the lighting; it makes it look like a real Team Fortress map : )
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Old 05-06-2007, 05:52 PM   #11
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If you want any ideas for detail here are a few:

Having some inaccessible areas is always good, Add after all the major work is done else you may have to redo them etc.
You could have a break in the wall from which you can see a cave with some sort of mineshaft or passage (dustbowl is a mining settlement so props may work for you from that) with some uplighting catching the contours of the rock it would look amazing. This area could be fenced off my something so as not to interfere but would look cool.

Areas under the floor are available for putting detail in in most areas I would imagine so you could add similar detail there or you could have a room underneath a floor with a shaft which vanishes into the back below.
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Old 05-06-2007, 06:09 PM   #12
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ive always wanted to see a few well-known maps "linked" together with inaccesible areas - no one ever does it.
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Old 05-06-2007, 06:15 PM   #13
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Crazy idea: map which has a mixture of elements from deck 16 from UT and shutdown2 from TFC it could work, it would just take the good elements from both. Redeemer might be a bit tricky though
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Old 05-06-2007, 07:24 PM   #14
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The idea when i made this map for TFC was to make a version of Crossover2, but not have the chokepoint of the bridge. My clan had Crossover2 as a favourite map back in the days. I always loved the doublerocketjump you had to make to get out of the basement in Crossover2. So i designed the lower areas for good RJs and also just enough hight to conc out of the basement.

I actually never saw this map in any major league back then. The only map i actually got to play that i made was Torch2.

Original Pitfall images:
Shot 1

Shot 2
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Old 05-06-2007, 11:32 PM   #15
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Quote:
Originally Posted by Drakir
I always loved the doublerocketjump you had to make to get out of the basement in Crossover2.
You can do it in single rocket jump if you do it just right.
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Old 05-08-2007, 08:44 PM   #16
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Love the flag sign thingy and those pics look are looking sweet - good luck with the rest of the map!
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Old 05-09-2007, 08:49 PM   #17
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haha.. for some reason the ambience reminds me so strongly of the marathon's interior in the first game (if you ever played the marathon games you'll know exactly what i'm talking about)

good job
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Old 05-11-2007, 04:23 AM   #18
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Oh! I've played this map. It was kinda cool. I liked the ladders on the front of the building for being sneaky.

Are you going to do anything different with the midmap? It seemed kinda arbitrary to me in the original (although it was fun).
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Old 05-12-2007, 08:41 PM   #19
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Updated first post with the new theme of the map.

Quick link to one of the new previews:
Bottom-level Pit from Middle-Level
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Old 05-12-2007, 11:04 PM   #20
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I kind of like it
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