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Old 09-22-2007, 11:15 AM   #1
stino
 
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ff_pushcanyon

i'm working on a new map with somewhat unique gameplay, its push, but the flag is locked in a base, and how do you open that base? just get the flag/key from the enemy and open the door at your side, so you can take your flag out.

but enemy can do the same, they can take your key and open their door and with the same key they can close your door again!

my first idea for the name of the map was concpush since i was planning to give a little advantage to conces, to bypass the locked doors, but since they are already that fast i'm thinking more of a detpack route.
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Old 09-22-2007, 11:59 AM   #2
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Iunno, it seems sort of redundant to get the key on the enemy side and open the door on your side.

Even if you got the key on the enemy side and opened the door on the enemy side, it still seems a bit odd, ya know?

It would be cooler if there were like two neutral keys - imagine the map made out a bit like a plus sign. The neutral keys are opposite one another, and the bases are opposite one another.

Either team can grab either key and it opens the door on the side it corresponds with. When the door is open, the key drops nearby the door. Someone can steal the key from near the door and return it to its original point.

This brings in an element of flagrun (with neutral keys instead of flags) and two levels of play - players could, say, work in pairs. One takes the ball and runs, and the other runs the key back to make it harder for the enemy to pick up the flag on return.

Moreover, players could just try and HOLD the key back at base for an advantage - however, if the enemy does the same, then you have a stalemate. Therefore the map should be coded up where spawns are one-way. Push's spawn is not perfect - a player can run back into the spawn if the door is opened by another player. Perhaps some energy fields could be coded that only allow players to go one way via LUA? They should also block the key or ball from being tossed through. It might be easier to just make the spawn a one way field and a dropdown to keep keys from being tossed up at all. Something like that, Iunno.
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Old 09-22-2007, 12:09 PM   #3
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Sounds good but about the detpack route, sounds like the keys will come bit uslesess then.
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Old 09-22-2007, 03:24 PM   #4
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Donny I love ya man but that vile green color in your sig is blinding on FF's mostly grey theme.

I see a blinding "~20%" every time my eyes close. ):<

And yeah, the detpack route does seem sorta useless here.
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Old 09-22-2007, 04:35 PM   #5
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Quote:
Originally Posted by Ihmhi
Donny I love ya man but that vile green color in your sig is blinding on FF's mostly grey theme.

I see a blinding "~20%" every time my eyes close. ):<

And yeah, the detpack route does seem sorta useless here.
Well fuck what's a good colour then. This?
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Old 09-22-2007, 04:39 PM   #6
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"darkgreen"
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Old 09-23-2007, 06:01 AM   #7
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Quote:
Originally Posted by Donny
Sounds good but about the detpack route, sounds like the keys will come bit uslesess then.
not if engies can repair that route.
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Old 09-23-2007, 06:49 PM   #8
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Oh. Then it may work.
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Old 09-24-2007, 10:52 AM   #9
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and if you manage to capture the key, you'll be much faster at the goal then when you whould have to take the tunnels

but i'm not sure if i whould take push as base or reversed push (goal is at own base)

since you have to take the enemy key already from the enemies base.
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Old 09-30-2007, 07:55 AM   #10
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few screens from what i have so far (the map is quite dark, but i still have to add a lot of lights to the yards.

and most of the lights are turned away from the geometry so players will be quite noticeable against darker background structures and sky











i'm not quite happy with the bridge
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Old 09-30-2007, 09:19 AM   #11
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that looks frigging awesome

i think it would look better if youd take darker rocks for the sidewalls in the yard

Last edited by shock; 09-30-2007 at 09:30 AM.
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Old 09-30-2007, 11:36 AM   #12
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i used only ff textures in this map, so i'm somewhat limited
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Old 09-30-2007, 02:29 PM   #13
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Oh man, that looks great.

You GOTTA leave the sunset in there - we usually have night maps or days maps. Not really a lot of good sunrise/sunset maps.

Suuuuunnnnriiiiiise, sunnnnseeeet, sunriiiiiiiiiiisssssse, suuunnssseeeet~!
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Old 09-30-2007, 04:20 PM   #14
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well eh, this isn't sunset, its moonlight
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Old 09-30-2007, 08:24 PM   #15
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Quote:
Originally Posted by stino
well eh, this isn't sunset, its moonlight
*ahem*

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Old 09-30-2007, 11:35 PM   #16
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Moonrise perhaps?
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Old 10-01-2007, 09:21 AM   #17
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Quote:
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*ahem*

skybox is grimmnight check it out in hammer, you'll see
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Old 10-08-2007, 06:31 PM   #18
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looks very decent-ish. awesome.
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Old 10-09-2007, 10:50 AM   #19
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i have to fix the bases and then i'll release a beta in ctf so i can test the flag but without finishing my gameplay
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Old 10-09-2007, 03:48 PM   #20
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looks awesome and new gamestyle sounds cool
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