08-28-2007, 04:23 AM | #1 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
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: Middle of the Map on top: Submarine Hatch, Middle of the Map: Middle Room view from the bottom: Flagroom lower entry: Compression Chamber Closing: Flagroom corner overlooking spawn & over the compression chamber: Flag position: Compression Chamber of Death: Last edited by Doughnut-4|4-; 09-19-2007 at 02:34 AM. |
|
08-28-2007, 04:36 AM | #2 |
Super SPY
|
sweet
|
|
08-28-2007, 04:49 AM | #3 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
You must really like water.
|
|
08-28-2007, 04:58 AM | #4 |
When patch will out?
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
sounds like very interesting and crazy gameplay.
__________________
MAKE MORE ESCAPE MAPS Ingame: punkrock Idle and support #nozoom, #ff.pickup |
|
08-28-2007, 03:57 PM | #5 |
D&A Member
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Needs more feeshies.
|
|
08-28-2007, 04:35 PM | #6 |
The geometry looks far too simple right now.
It seems like an interesting concept though. |
|
|
08-28-2007, 10:45 PM | #7 |
Join Date: Aug 2007
Posts Rated Helpful 0 Times
|
hey. how do you make the wires? i've been trying to figure that out.
|
|
08-28-2007, 11:35 PM | #8 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
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.
|
|
08-29-2007, 01:05 AM | #9 | |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
|
Quote:
|
|
|
08-29-2007, 03:50 AM | #10 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
Great video tutorial of a Lamp model on a cable with moving light physics.
http://halflife2.filefront.com/file/...Tutorial;35319 |
|
08-30-2007, 11:36 PM | #11 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
I updated the pictures and you can see them above in the first post. Enjoy!
|
|
08-31-2007, 09:36 AM | #12 |
Join Date: Mar 2007
Location: Belgium
Posts Rated Helpful 1 Times
|
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 |
|
09-03-2007, 07:02 AM | #13 |
When patch will out?
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
I don't think water drips in Source.
__________________
MAKE MORE ESCAPE MAPS Ingame: punkrock Idle and support #nozoom, #ff.pickup |
|
09-03-2007, 12:23 PM | #14 |
Black Cyclops
Join Date: Mar 2007
Location: Scotland
Posts Rated Helpful 0 Times
|
no but you can fake it with custom textures
|
|
09-03-2007, 03:47 PM | #15 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
|
dont mean to sound like a dick here, but aren't submarines all enclosed and have literally no open spaces?
|
|
09-03-2007, 03:51 PM | #16 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Not if you believe films from the 60's with underwater cities.
|
|
09-03-2007, 10:31 PM | #17 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
|
too much bioshock?
|
|
09-04-2007, 09:08 PM | #18 | |
Banned
|
Quote:
|
|
|
09-04-2007, 09:23 PM | #19 | |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
|
Quote:
yep, in fact some are so inclosed that there are beds in the engine room
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
|
|
09-04-2007, 11:17 PM | #20 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
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. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|