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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 10-11-2009
angeloftheafterlife's Avatar
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Default sf_ramps_alpha

Hi all...
haven't made a map in a while so i figured i'd do one. this is sf_ramps. it's still in the alpha stage and still needs alot of stuff.

blue spawn


both flags


top view


side view



file attached

Things missing/needing to be fixed.
-no 3d skybox
-no dissolving trigger on bottom of map
-a few conflicting textures.


comments and suggestions appreciated.
Attached Files
File Type: rar sf_ramps_alpha.rar (677.5 KB, 2 views)
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  #2  
Old 10-11-2009
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in the past, up and down style gameplay never really worked.
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  #3  
Old 10-11-2009
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i would think that, although i would make it easier to get to the flag, it would also make it harder to get back to your base with it... what about it doesn't work?
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are you sure? :| last time i touched SF there were only 150 pokemon..
Hear the turret for its knell that summons to Heaven or to Hell
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  #4  
Old 10-13-2009
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The problem is that with this sort of map, the enemy can just jump over most of your defenses from above and take the 10hp fall damage. Maps work best when you're attacking on level ground or uphill. Height is too much of an advantage for attackers.
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  #5  
Old 10-13-2009
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Yes, but since both teams will be attacking, that evens it out. Makes for more caps in a single game as opposed to stalemates. I like the look of it at the moment.
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  #6  
Old 10-13-2009
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The depressed tile on the very bottom needs a different texture, the lighting needs to be brightened, the edges of the ramps need trim, and the wall textures need some variety.
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  #7  
Old 10-14-2009
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thanks for all the suggestions. i should have an update soon.
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are you sure? :| last time i touched SF there were only 150 pokemon..
Hear the turret for its knell that summons to Heaven or to Hell
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  #8  
Old 10-15-2009
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Quote:
Originally Posted by CrasherBuu View Post
Yes, but since both teams will be attacking, that evens it out. Makes for more caps in a single game as opposed to stalemates. I like the look of it at the moment.
That doesn't even it out at all. The fact that either team can jump clean over the enemy defences means that building is totally redundant, and the only thing you can hope to build is an impenetrable flag defense or make it as hard as possible for the enemy to leave your base - which cripples your own offence.
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  #9  
Old 10-15-2009
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In my experience, you fight up and down or from base to base. That is to say, if you get lots of vertical into the map, things don't seem to progress that nicely in the game. Mappers, I think, tend to get away with a bit of height until a certain point.
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  #10  
Old 10-17-2009
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sf_ramps_beta
beta... still alot of things to fix (textures, uneven brushes, etc.)











Changes:
-changed up textures to add variety.
-Fixed some lighting issuse
-added 3d skybox
-fixed block spawn buttons.


DOWNLOAD LINK: http://www.filefront.com/14737405/sf_ramps_beta.bsp
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Originally Posted by Tobel^ View Post
are you sure? :| last time i touched SF there were only 150 pokemon..
Hear the turret for its knell that summons to Heaven or to Hell

Last edited by angeloftheafterlife; 10-17-2009 at 04:14 AM.
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