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-   -   FF_Submarine (https://forums.fortress-forever.com/showthread.php?t=10337)

Doughnut-4|4- 08-28-2007 04:23 AM

FF_Submarine
 
FF_Submarine is a Symmetric CTF Map underwater. Teams spawn in the water below the Flagroom and must surface before drowning. There's only one other room between team Flagrooms. Flags will be on the 2nd level 5 foot extension. Below each Flag on the 1st level is a compression chamber with resupplies for anyone willing to risk it. By that I mean anyone can be trapped and killed inside, if anyone else hits the button to close the doors... of DEATH!

Pics updated!
Map download:
http://files.filefront.com/ff+submar.../fileinfo.html

Respawn:
http://i193.photobucket.com/albums/z...ineRespawn.jpg



Middle of the Map on top:
http://i193.photobucket.com/albums/z...eMiddleTop.jpg



Submarine Hatch, Middle of the Map:
http://i193.photobucket.com/albums/z...eHatchArea.jpg



Middle Room view from the bottom:
http://i193.photobucket.com/albums/z...ddleBottom.jpg



Flagroom lower entry:
http://i193.photobucket.com/albums/z...groomEntry.jpg



Compression Chamber Closing:
http://i193.photobucket.com/albums/z...lagroomTop.jpg




Flagroom corner overlooking spawn & over the compression chamber:
http://i193.photobucket.com/albums/z...roomCorner.jpg



Flag position:
http://i193.photobucket.com/albums/z...agPosition.jpg



Compression Chamber of Death:
http://i193.photobucket.com/albums/z...onChambers.jpg

Thief 08-28-2007 04:36 AM

sweet

squeek. 08-28-2007 04:49 AM

You must really like water.

punkrockrocks 08-28-2007 04:58 AM

sounds like very interesting and crazy gameplay.

Etzell 08-28-2007 03:57 PM

Needs more feeshies.

paranoidkirb 08-28-2007 04:35 PM

The geometry looks far too simple right now.
It seems like an interesting concept though.

Thomas 08-28-2007 10:45 PM

hey. how do you make the wires? i've been trying to figure that out.

Doughnut-4|4- 08-28-2007 11:35 PM

I got to get to class, but I'll post the rope tutorial when I get back if no one else has got to you. Regarding the level of detail I completely agree more details required. I'm upgrading that now while attempting to maintain frame rates. The biggest frustrations been the port holes which don't display water on the outside due to the graphics engine; they're either going to be black behind the windows or a custom sky if I can find one suitable for underwater.

nodnarb 08-29-2007 01:05 AM

Quote:

Originally Posted by Thomas
hey. how do you make the wires? i've been trying to figure that out.

http://developer.valvesoftware.com/w...bles_and_Ropes

Doughnut-4|4- 08-29-2007 03:50 AM

Great video tutorial of a Lamp model on a cable with moving light physics.
http://halflife2.filefront.com/file/...Tutorial;35319

Doughnut-4|4- 08-30-2007 11:36 PM

I updated the pictures and you can see them above in the first post. Enjoy!

MightyLotu 08-31-2007 09:36 AM

sound plays a big part in nailing the atmosphere of the map
so have some real submarine sounds.. bet u can find most with google

when someone caps play a torpedo launch sound
play a silent sonar sound throughout the submarine
some whale sounds from time to time
loud cracking/bending of the submarine cus of the pressure
have drops of water coming out the hatch with an echo sound
and maybe sound coming from the hidden engine room

punkrockrocks 09-03-2007 07:02 AM

I don't think water drips in Source. :(

BumGravy 09-03-2007 12:23 PM

no but you can fake it with custom textures

mervaka 09-03-2007 03:47 PM

dont mean to sound like a dick here, but aren't submarines all enclosed and have literally no open spaces?

own3r 09-03-2007 03:51 PM

Not if you believe films from the 60's with underwater cities.

mervaka 09-03-2007 10:31 PM

too much bioshock? :)

Teh Hwoling Manz 09-04-2007 09:08 PM

Quote:

Originally Posted by mervaka
too much bioshock? :)

no such thing, fiend

GambiT 09-04-2007 09:23 PM

Quote:

Originally Posted by mervaka
dont mean to sound like a dick here, but aren't submarines all enclosed and have literally no open spaces?


yep, in fact some are so inclosed that there are beds in the engine room

Doughnut-4|4- 09-04-2007 11:17 PM

For the record I'm using a large cave ambient sound like that sound you hear in the Mummy with water drips. And the compression chamber starts with a "sub dive alarm" then door slams then an "air release" and finally metal bending.

That's about all the sounds I got so far. I also have a nice music number which I'd like to start the map for people who haven't joined yet, but that maybe a technical problem... we'll see.


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