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Old 07-31-2009, 09:49 AM   #21
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Quote:
Originally Posted by Dr.Satan View Post
I'm back...and I know it's pretty late, but if anyone's down i'll have this up in a few min.

Just need to install my new ram and rs!

Edit: Uploading to server now
Edit2: Also I agree with pon, I really like banderas, but this should be cool too!
Give me a shout when ya Play Test it, or if ya already then do another one!
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Old 08-01-2009, 12:24 AM   #22
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about to jump into the AE server to test this out...anyone who's around come on in!

8.3.29.129:27015

righ' now people!
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Old 08-01-2009, 01:00 AM   #23
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Ok, I gotta take off, but I will leave this up on [AE] server for a while. I did run around and my initial reactions are this:

I love the AvD concept of it, however I do think that the defending team is gonna get a little lost. I would suggest putting some jersey barriers or something blocking the exits to the different cp's when your not there.

So for instance when your on cp1 when you come up and outta the resup, you can go left to 2 / 3, but putting in a player clip with some visual indicator that gets called for cp1 would be an easy fix and help to steer people to the right cp. that or maybe having the defending team spawn on the cp they are defending?

Another thing is that I have a feeling that cp1 is gonna be capped way to quickly, b/c the spawn is so close. OR it's gonna be a hold forever there. Maybe if you pulled back some of the old red base and made them have to run more to get to cp1? Add some nice choke points and stuff so that there's some places to battle and stuff? Or are you going more for quick caps and fast pace so that the game keeps moving like say cornfield?

Edit: Actually I like the way it plays a lot, still think need to cordon off D some, but for the most part it runs smooth.

Also locations are messed up.
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Old 08-01-2009, 11:12 PM   #24
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Didn't get many people in, unfortunatly (hopefully I can organise something a little more substantial later, this weekend seemed to be a bad time for a lot of people), but we had a small playtest today. Myself, Rawh, Ricey, and Thiz.

The main thing I guess is the need for a bit more/clearer signposting. In some places (CP2 most noticably), it's not immediatly clear where you should go. As Doc pointed out, perhaps a few of the more roundabout routes could be blocked off dependign on the active CP - but to do that effectivly, I think you'd need to convert the map to play like Vertigo does.

Typically ID maps tend to be mostly linear (1-2 obvious routes), with the routes to the final CP being less so, so I think that'd be the best solution without a major redesign.

CP1 being so close to the attacker's spawn isn't really a major problem, I guess. A little extra distance wouldn't hurt though.

As for the attacker's spawn, well, I think Doc is right when he says it could hold there forever. Perhaps a secondary exit might alleviate that, possibly through the sewers (though that seems a bit too far up, can't really see anywhere else). Also, respawn turrent are essential, and the flag can be thrown through the gates for some reason.

CP3 could do with being a little less out in the open, given that it's the final CP. Perhaps in where the fan lift is.

The defenders spawn I found a little confusing at first. I think in addition to a block of signs in the same place, it might be good to also individually label the doors.


Anyways, I meant to take some screenshots to illustrate some of the things I mean. I completely forgot . I'll hopefully get chance to do a run around the map tommorow and take some, make some of the points a bit clearer.
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Old 08-01-2009, 11:44 PM   #25
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Thanks for that. I actually had a family thing to do that I had forgotten about.

I really don't think the D will be able to lock down the first spawn for very long, because of the distance they have to travel compared with the offense. An alternate route would not be amiss, though.

It would be pretty easy to block off routes that aren't needed, and I could lock/unlock doors in the D spawn as the game progresses.
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Old 08-02-2009, 12:25 AM   #26
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No problem. As I said though, I hope to get a larger playtest organised through the week sometime. I don't think a small 2v2 did the map justice.

As for the spawn exit, well, I guess it's a situation where it depends on the relative skill/organisation of each team, much like everything else I suppose. It is an easy point for a really good team to hammer a bad one though.

As soon as the attackers break through though, yeah, the CP is theirs.


Locking/unlocking the def spawn doors sounds like a good idea as well.
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Last edited by Pon; 08-02-2009 at 12:32 AM. Reason: Rewrote some stuff 'cos it didn't make much sense.
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Old 08-02-2009, 12:59 AM   #27
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Me and Rawh held Pon in the spawn for a good amount of time, Gogogog Weird ass Tran shots.

I think the other gate in the spawn should break, fall over, etc after a certain amount of time. But, it was a 2v2 testing so, can't really judge the game play on that, other then that signage was eh and could use improvement. I will say this, it was fun to play for a bit, and the design of it is good, just a lot of way to get from 1 point.
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Old 08-02-2009, 01:04 AM   #28
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Quote:
Originally Posted by Ricey View Post
Me and Rawh held Pon in the spawn for a good amount of time, Gogogog Weird ass Tran shots.
This is why respawn turrets are essential. I'd have got out if I wasn't being spawnkilled :P
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Old 08-07-2009, 11:16 PM   #29
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Bump for release. See the new download link in the first post (Thanks, Dr. Satan), or look for this map in the upcoming Community map pack #2.
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Old 08-07-2009, 11:48 PM   #30
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Nice, I'll ask Rawh to put this up on FF.SNT #3, hopefully I'll get a look at it sometime over thw eekend
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Old 08-08-2009, 11:56 PM   #31
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I'm having a few issues with the map. The spinning numbers above the CPs, as well as the number indicators on the walls (next to the arrows pointing to the CP) don't show at all. In it's place theres a white, empty square with a line crossing it in diagonal.
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Old 08-09-2009, 12:59 AM   #32
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Crap. That's my fault. I thought those materials came out with 2.3. I'll have to either release them now or wait until the next patch. Decisions...
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Old 08-09-2009, 02:52 AM   #33
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Aha! I knew it had something to do with the Beta, since Pon said he could see them =D

Thanks for the confirmation ;D
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Old 08-09-2009, 04:19 AM   #34
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Might as well release it
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Old 08-09-2009, 02:29 PM   #35
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if they're just files that get overwritten next patch then just release them for now I think?
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Old 08-09-2009, 08:12 PM   #36
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packrat and thats it
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Old 08-10-2009, 09:33 PM   #37
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Eh. Here's the missing textures. Don't feel like repackaging the whole thing. Just unzip it into \FortressForever\ like normal.
http://www.savefile.com/files/2177093
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Old 08-10-2009, 10:04 PM   #38
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Thank you very much, kind sir!
Have a (square) cookie vvv
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Old 08-10-2009, 10:21 PM   #39
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looks more like a cracker
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Old 08-13-2009, 04:33 PM   #40
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http://www.dctrs8tn.com/files/ff/ff_...f_venganza.rar

mirror updated with the material patch. Also added to the pack.
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Last edited by Dr.Satan; 08-13-2009 at 07:05 PM. Reason: spelled wrong lol
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