HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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03-31-2009
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Flag Capper
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Join Date: Oct 2006
Location: in a dormroom
Posts: 2,655
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Slice
Voice our concerns for .5 here.
also this ones for you slice:
Oh, I don't know why you're not there
I give you my love, but you don't care
So what is right and what is wrong
Gimme a sign
What is love
Oh baby, don't hurt me
Don't hurt me no more
What is love
Oh baby, don't hurt me
Don't hurt me no more
/offtopic
maps: are they being fixed up?
textures: i remember that the overload textures was messed up for dx8. (i have it fixed if it is wanted) also has the crete one been fixed yet? (also have a fixed version of that)
mapping: the fgd was a bit iffy for block spawning and used the old model for the blocks. this would require a bit of coding to remove them and would require red blocks to spawn for team flag 0 or 3 and blue 6 or 2. keeping 2 and 3 would keep maps forward compatible and the fgd would use 0 and 6 to use the new blocks. also on the topic of spawning blocks possibly remove env_block_spawner from the fgd (but not from the code) so new mappers have better control over where their blocks spawn (they see a model not just a purple box).
togglable disposers and disposer selectives to work.
eg. physlock raper. have disposer selectives work for not just teams but also for blocks and flags as there are flags for them but they arent working.
possibly the ability to set the amount each team gets per touch/cap (without one defaults to 1 / 100). env_score_override or something to that effect.
keys:
redtouch default: 1
redcap default: 100
bluetouch default: 1
bluecap default: 100
flags:
red team scores apply to blue
eg. 0 / 100 for a bumrush map. uneven ones for asymetrical maps. etc. allow input/outputs for changing of scores.
enable/disable player spawns/ change team player spawns.
eg. capturable forward spawn points.
parrentable flags?
im sure someone will find a use for it
carry on.
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Quote:
Originally Posted by mc_nebula
Guys, Serious thread are serious business.
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11:29 p.m. - ☢ AZgAg: did the fgd was moved?
Last edited by arenaceous; 03-31-2009 at 05:58 AM.
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03-31-2009
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100% dude
Veteran Fort God
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Join Date: Jun 2006
Posts: 4,519
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Keep the flag as a "ball" model. The roller mine would be epic to keep as I'm sure it's kinda symbolic to SF. That and the strategy of rolling nades at it is great sometimes. Add an effect to the flag, I've popped a few of my SF maps into construct and the flag takes on the animation of one of our props and it really adds to it! The flag bobs up and down while spinning. I may fraps a vid if I'm allowed, I'll use one of my SF maps.
2ND is the topic thats gotten alot of attention latley. Mostly by us mappers. (me arena black CA flare...) A toggle able func_disposer can solve one of the big issues with SF. This alone could put an end to block physics locks at block spawners!
<3
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"I hope Draken and #'s will get picked up by communities that actually deserve them."
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03-31-2009
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Mapper
Master Craftsman
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Join Date: May 2008
Location: Denmark
Posts: 832
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I don't know if this was mentioned earlier, but making the teams more distinct would be awesome as well.
Like the red team should actually be red, and not rebel colored brown/green style.
At least some kind of red on them and such.
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03-31-2009
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Fort Warrior
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Join Date: Jun 2006
Location: Karlstad, Sweden
Posts: 1,668
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a fixed bridge on astrodome would be neat
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03-31-2009
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aka Stewie
Master Craftsman
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Join Date: Jul 2007
Location: Cali
Posts: 973
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Red team needs to be more distinguishable from their blocks, they seam to blend in quite nicely.
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Developer for Overload
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03-31-2009
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100% dude
Veteran Fort God
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Join Date: Jun 2006
Posts: 4,519
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Quote:
Originally Posted by MajorPain
Red team needs to be more distinguishable from their blocks, they seam to blend in quite nicely.
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Did you see the gift under the tree? Models have changed a bit...
__________________
"I hope Draken and #'s will get picked up by communities that actually deserve them."
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03-31-2009
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the winner of threads
Fort Warrior
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Join Date: Dec 2006
Location: Herne, Germany
Posts: 1,733
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yeah now you know what class you are actually facing but they are still not red...
Quote:
Originally Posted by 013109
The flag bobs up and down while spinning. I may fraps a vid if I'm allowed
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do it
t-t-t-t-t-t-triplepost-t-t-t-t
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Last edited by 013109; 03-31-2009 at 09:55 AM.
Reason: triple, lulz
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03-31-2009
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100% dude
Veteran Fort God
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Join Date: Jun 2006
Posts: 4,519
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Quote:
Originally Posted by nip
yeah now you know what class you are actually facing but they are still not red...
do it
t-t-t-t-t-t-triplepost-t-t-t-t
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lies
__________________
"I hope Draken and #'s will get picked up by communities that actually deserve them."
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03-31-2009
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Mapper
Master Craftsman
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Join Date: May 2008
Location: Denmark
Posts: 832
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The Sniper and the Soldier have a litte red on them but the others do not.
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03-31-2009
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SourceForts Modeller
Master Craftsman
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Join Date: Jan 2008
Posts: 586
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this thread is a good idea, im sure i can implement some of the stuff. hmm im not sure about the rollermines, i already prepared new model to replace it
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