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| You're on your way to: VALLEY; Testers needed! | |
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| Tweet Topic Started: Sep 21 2008, 04:57 AM (960 Views) | |
| Walliard | Sep 21 2008, 04:57 AM Post #1 |
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nak nak naknak naknaknaknak nak nak
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Update: cp_valley has entered alpha testing! I need some doggone help! Current version: alpha 1 Download it here. Screenshots: Spoiler: click to toggle (The rest of this doesn't really apply anymore) Here are some screenshots of what I've done so far: Fear the orange. The respawn area is underneath the cap, and the home team climbs up from behind using ramps. Worst. Door. Ever. At least it opens. This one, on the other hand, is simply painted on. The second and fourth CPs are bridges. The pit beneath each bridge will be a killzone, but right now you just plummet until you hit the skybox. Speaking of the skybox, it's the same one as on Lumberyard. Definitely in need of detail. In the area between the 2nd/4th and 3rd CPs, I'm planning to have a number of small hills connected by impromptu log bridges. By going to the high ground, one trades mobility for an advantage over anyone on the lower ground. The map is far from playable, but I'll keep you up-to-date. Edited by Walliard, Apr 23 2009, 06:04 PM.
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| Lippy | Sep 21 2008, 08:55 AM Post #2 |
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OH MY PORK!
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Hmmm... Instead of a killzone I'd have a lowered bit, from which you have to run a fair way to get back up, or rocket/demo up. Gives it a bit of diversity. |
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Michelle, 20/1 Valkyrie Amber, level 4 nomad
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| Moonlight | Sep 21 2008, 09:11 AM Post #3 |
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help me im become weeaboo
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or a train track, so we can have both a killzone and a lowered bit! >_> (hey wally where did you learn how to make maps) |
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I wish I were what I was when I was trying to become what I am now. Men tire themselves in pursuit of rest.
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| KJ456 | Sep 21 2008, 12:44 PM Post #4 |
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Ahahahaha- *snort* -hahahaha- *snort* -heheheh
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i like moo's idea and yay, 5-point CP/alpine |
![]() Do not click. Do, however, click these at your leisure ('specially for stats): Gero, Terra, Tic, Nys'elni and Murphy. ![]() Banner by Shade. Challenges open if I'm around, though you'd better be prepared to stat, 'cause I'm lazy. My theme, according to the Mooney one. | |
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| Iron Shaman | Sep 21 2008, 01:19 PM Post #5 |
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ha ha ha
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Yay, VHE. Haven't seen that thing mentioned in years. o.o |
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FE: Herald of Faith Take a look! IS has got event hacking skillz! Characters ![]() Gooooo Fish <3 | |
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| Bears | Sep 21 2008, 03:47 PM Post #6 |
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it lacks detail and stuff but that's to be expected from a map that's in very early development cool! |
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4:24 PM - John Ѯzzingford: "Alternate Universes". 4:24 PM - John Ѯzzingford: Taking an existing set of characters, and putting them in an altogether different setting. 4:25 PM - John Ѯzzingford: For example, you could take the cast of the Mario games, and set them up in some kind of detective-versus-cannibal-mastermind drama. | |
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| Ghhlbsk | Sep 21 2008, 04:10 PM Post #7 |
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yeeeeess
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this otherwise pyros will dominate this cap with airblasts :O |
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| Walliard | Sep 21 2008, 05:29 PM Post #8 |
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nak nak naknak naknaknaknak nak nak
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Suggestions duly noted. @Moon: http://developer.valvesoftware.com/wiki/Main_Page |
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| Vicas | Sep 21 2008, 05:56 PM Post #9 |
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Ok, hop aboard then. Adventure awaits.
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Map idea looks pretty cool, and hopefully it'll be a fun map. :D |
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| Walliard | Nov 23 2008, 07:11 AM Post #10 |
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nak nak naknak naknaknaknak nak nak
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So I finally worked on this again today. Spoiler: click to toggle I put this in as a basic obstacle between the 3rd and 4th CPs before coming back to this topic and remembering my original plan...
...But I think this might work too. Obviously it'll eventually be more polished and I'll probably have to widen the tunnels, but I tried it out just now and it feels alright. Anyway, once I decide on how to tackle this part and tidy up a few other things, the map will be suitable for playtesting. |
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| Moonlight | Nov 23 2008, 08:16 AM Post #11 |
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help me im become weeaboo
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Interesting! I might finally return to TF2 for this. >_> |
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I wish I were what I was when I was trying to become what I am now. Men tire themselves in pursuit of rest.
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| KJ456 | Nov 23 2008, 12:33 PM Post #12 |
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Ahahahaha- *snort* -hahahaha- *snort* -heheheh
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orange_wall |
![]() Do not click. Do, however, click these at your leisure ('specially for stats): Gero, Terra, Tic, Nys'elni and Murphy. ![]() Banner by Shade. Challenges open if I'm around, though you'd better be prepared to stat, 'cause I'm lazy. My theme, according to the Mooney one. | |
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| Walliard | Jan 5 2009, 11:30 AM Post #13 |
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nak nak naknak naknaknaknak nak nak
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cp_valley pre-pre-alpha is go! Only took, what, four months? http://rapidshare.com/files/180010414/cp_valley_test.bsp Some important notes: -Only the middle three points are in right now, mainly because I accidentally deleted the red base. -As I said, it's pre-pre-alpha. >_> What I'm looking for right now is feedback on the overall layout and concept (at least of the 3/5 that's present) as well as some rudimentary playtesting to catch horrible clipping errors and the like. -Yes, invisible walls. Deal with them. -The "hills" (more like blocks) outside the central CP building will allow you to access the battlements once I add those in. Also, Engineers can't build on them. So please download it, mess around if you'd like, and once enough people have it I want to test it out on the bigfort server. |
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| Tookie | Jan 5 2009, 11:43 AM Post #14 |
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Pretend I put something witty here.
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oooh *dls* |
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| Walliard | Jan 5 2009, 01:28 PM Post #15 |
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Also, I just realized that I forgot the spawn protection. The doors are team-specific, but you can still slip in while they're open. |
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| Bears | Jan 5 2009, 05:27 PM Post #16 |
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IMO, test-run of this on our server sometime. Also, from running around it alone, I'd say that the 3-CP version would make a sexy Arena map. A few things strike me as weird, but I can't judge really, since we haven't playtested. Looking forward to that, though. Edited by Bears, Jan 5 2009, 06:44 PM.
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4:24 PM - John Ѯzzingford: "Alternate Universes". 4:24 PM - John Ѯzzingford: Taking an existing set of characters, and putting them in an altogether different setting. 4:25 PM - John Ѯzzingford: For example, you could take the cast of the Mario games, and set them up in some kind of detective-versus-cannibal-mastermind drama. | |
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| Tookie | Jan 5 2009, 07:20 PM Post #17 |
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Pretend I put something witty here.
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IMO a Friday night when I can stay up late enough to play with a decent amount of you. =\ |
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| Vicas | Jan 5 2009, 07:50 PM Post #18 |
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Ok, hop aboard then. Adventure awaits.
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Just need a quick reminder: Where should I save this to? |
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| Walliard | Jan 5 2009, 08:08 PM Post #19 |
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C:\Program Files\Steam\SteamApps\<username>\team fortress 2\tf\maps Gotta run an errand, but I'll be ready to test it in an hour or so. |
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| KJ456 | Jan 5 2009, 09:06 PM Post #20 |
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Ahahahaha- *snort* -hahahaha- *snort* -heheheh
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are you supposed to be able to stand on that giant wall between the log thingers and the outer CP? i can get up there as a demOPman, but i cannot get down ): |
![]() Do not click. Do, however, click these at your leisure ('specially for stats): Gero, Terra, Tic, Nys'elni and Murphy. ![]() Banner by Shade. Challenges open if I'm around, though you'd better be prepared to stat, 'cause I'm lazy. My theme, according to the Mooney one. | |
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| Walliard | Jan 5 2009, 09:42 PM Post #21 |
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nak nak naknak naknaknaknak nak nak
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Yeah, that probably not going to be in the release version, but it's not too harmful if it is. So, who wants to take it for a spin?
Edited by Walliard, Jan 5 2009, 09:42 PM.
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| Chrono | Jan 5 2009, 09:49 PM Post #22 |
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What's the password?
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i do ! |
- "Okay, there's this Psycho Death Cult that's after me..." (Dizzy, level 11) - ON PERMANENT OC -- feel free to PM Challenge -- skills on preferredIf you buy games here, I get play money to buy games with. It's a win win! (For me) Stupid poll things Rion and Rianne converse Characters and Banners Thankee to Shade for the banners. (Click them to go to the profiles) Sig things by Shade and Fish, and much props go to them. Dizzy's sprite by Vicas. ![]()
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| Calvacadeofcats | Jan 5 2009, 09:56 PM Post #23 |
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I will once I find my mouse. (I hope I can find my mouse.) |
| The best thing on the Internet. No exceptions. | |
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| Vicas | Jan 5 2009, 10:14 PM Post #24 |
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Ok, hop aboard then. Adventure awaits.
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BIG playtest in BIG Fortress? I'm in, but probably only for a little bit, since I have homework. |
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| Walliard | Jan 6 2009, 02:28 PM Post #25 |
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Another version already? I'm on a roll! *drops a pre* http://rapidshare.com/files/180417200/cp_valley_test2.bsp Changes: -Fixed floating signs. -Fixed spawnroom doors sending people underground. -BLU can now safely change classes in their spawnroom. -Added spawn protection barriers. -Added team-coloured resupply signs. -Changed BLU spawn building to metal, and RED spawn building to brick. Hopefully it'll be easier to navigate now, but I make no promises. -Falling into the trenches no longer damages you, but you might still take damage if you jump or get airblasted. -Pseudo-battlements: a few windows in the middle building for sniping, and small semi-protected balconies which link to the hill network. -Added large glass panes near the middle CP to provide cover. May change them to walls later if the visibility proves too advantageous to attackers. -Scattered a few health/ammo pickups. -Added some basic lighting. (Maybe others that I've forgotten.) Haven't made any major changes to the layout, mainly because I want to see how the balcony access changes the nature of the hills area. I like Chrono's idea of the hills leading up to the top of the rock wall(it'll be more cliff-like later, most likely), but I'm not quite sure how to approach it yet. Also, I still have 2 more CPs to add, and I'd rather extend the map outwards than place them on the inside areas, even if I moved the bridges out a little. Also, I'm editing my list of alpha version goals into the first post. When those are done, the map will be publicly released. Finally, as a point of curiosity: should there be a roof over the middle CP, or not? It's mainly an aesthetic decision, since rocket/sticky-jumping in probably won't be a very wise choice due to sentries. A skylight would also be a possibility. |
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| Chrono | Jan 6 2009, 04:51 PM Post #26 |
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What's the password?
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go with the skylight, IMO a box of openness in the middle of the roof |
- "Okay, there's this Psycho Death Cult that's after me..." (Dizzy, level 11) - ON PERMANENT OC -- feel free to PM Challenge -- skills on preferredIf you buy games here, I get play money to buy games with. It's a win win! (For me) Stupid poll things Rion and Rianne converse Characters and Banners Thankee to Shade for the banners. (Click them to go to the profiles) Sig things by Shade and Fish, and much props go to them. Dizzy's sprite by Vicas. ![]()
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| Walliard | Jan 6 2009, 05:20 PM Post #27 |
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Actually, there's a skylight model I was thinking of using. |
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| Vicas | Jan 7 2009, 02:33 AM Post #28 |
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Ok, hop aboard then. Adventure awaits.
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I like the skylight idea. |
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| skullmagic2 | Jan 7 2009, 04:41 AM Post #29 |
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I'm not the admin FEABL needs. I'm the one it deserves.
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I kind of like it open... that way demos can shoot stickies over the glass walls. |
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| Moonlight | Jan 7 2009, 05:13 AM Post #30 |
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help me im become weeaboo
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hmm that was another entry point(for soldiers and demos) to the middle as well as nade/stick hail as you said, sentries, but it gave more opportunities - imo the current entrances to the middle point are a bit uncomfortable and limited. it is most similar to well's middle point, but in well the side entrances don't face each other and has four ramps as well as the balcony(?) scouts and soldiers etc can get in by, as well as the underwater paths |
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I wish I were what I was when I was trying to become what I am now. Men tire themselves in pursuit of rest.
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| Walliard | Jan 7 2009, 06:46 AM Post #31 |
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nak nak naknak naknaknaknak nak nak
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Centre CP building is going to be widened(as in, more space between red and blu sides) as part of TOP SECRET OVERHAUL, so hopefully that will allow for some more tactical architecture. |
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| Moonlight | Jan 7 2009, 09:06 AM Post #32 |
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help me im become weeaboo
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GASP |
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I wish I were what I was when I was trying to become what I am now. Men tire themselves in pursuit of rest.
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| Vicas | Jan 7 2009, 09:45 AM Post #33 |
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Ok, hop aboard then. Adventure awaits.
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Shocking swerve! |
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| Walliard | Jan 8 2009, 06:29 PM Post #34 |
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nak nak naknak naknaknaknak nak nak
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Sneak preview of the new 2nd/4th CPs. Also, Alpine is very frustrating to work with due to the lack of appropriate models. Take this, for example: http://i14.photobucket.com/albums/a318/OffTheWall45/tf2/cp_valley_concept0004.jpg It looks like a rock you could take cover behind, but it's actually non-solid; players and projectiles pass right through it. It appears twice on Lumberyard supporting both sides of the log bridge, but player clipping allows you to walk on either one(although you can still shoot through it). Anyway, I have the right kind of clipping there to make it fulfill its purpose, but bullet and scorch marks don't show up, so it's not a permanent solution. Pine trees are similarly unhelpful. |
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| Chrono | Jan 8 2009, 11:12 PM Post #35 |
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What's the password?
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hm perhaps you could make some model requests on a mod forum or something |
- "Okay, there's this Psycho Death Cult that's after me..." (Dizzy, level 11) - ON PERMANENT OC -- feel free to PM Challenge -- skills on preferredIf you buy games here, I get play money to buy games with. It's a win win! (For me) Stupid poll things Rion and Rianne converse Characters and Banners Thankee to Shade for the banners. (Click them to go to the profiles) Sig things by Shade and Fish, and much props go to them. Dizzy's sprite by Vicas. ![]()
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| Walliard | Jan 10 2009, 10:14 PM Post #36 |
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nak nak naknak naknaknaknak nak nak
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RED's base (preview):![]() The spawn room is on the far right, so defenders can't rush back to the point too quickly. A soldier could rocketjump over the fence in an emergency, though. The two small buildings on the far side cover the exits to underground tunnels leading from the previous point to offer multiple entryways. The balcony of the building on the left is designed to be an optimal sentry spot, but it should be possible to run around the backside and in to take it out from inside. Behind the truck is another good sentry position. |
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| Vicas | Jan 10 2009, 10:22 PM Post #37 |
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Ok, hop aboard then. Adventure awaits.
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Ooh, looks really cool. Just one thing. Will that sentry spot on the balcony be too good, though? Like, it needs some good counters. |
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| Moonlight | Jan 10 2009, 10:27 PM Post #38 |
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help me im become weeaboo
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looks awesome |
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I wish I were what I was when I was trying to become what I am now. Men tire themselves in pursuit of rest.
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| Walliard | Jan 10 2009, 11:11 PM Post #39 |
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Like I said, you can get around the building and inside without the sentry noticing you. If the sentry is far back enough to cover the alley, it's pretty easy to sticky due to the flat surface visible to the Demoman. But playtesting will be the final judge. |
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| Walliard | Apr 3 2009, 03:52 AM Post #40 |
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Boom! I'm back, dummy! New playable version. It's ugly, and probably has huge balance and other issues, but the layout is down. Right now I'm mainly concerned with the latter; aesthetics will come once I'm satisfied with the overall geometry. Anyway, since Apejack can't run a server anymore, there's not much to be done in the way of large-scale playtesting (unless someone else is capable of hosting), but feel free to look around and tell me what you think. Once I've finished with the items listed in the first post, I'll submit it to TF2maps and other groups to get it |
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| Bears | Apr 3 2009, 04:11 AM Post #41 |
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Like I said on MSN, it's really nice for the first complete version, or whatever you'd like to call it. You guys should download it and look around. |
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4:24 PM - John Ѯzzingford: "Alternate Universes". 4:24 PM - John Ѯzzingford: Taking an existing set of characters, and putting them in an altogether different setting. 4:25 PM - John Ѯzzingford: For example, you could take the cast of the Mario games, and set them up in some kind of detective-versus-cannibal-mastermind drama. | |
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| Walliard | Apr 23 2009, 06:26 AM Post #42 |
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Well, it's finally ready, or at least as ready as it's going to be without proper public playtests. cp_valley is now an alpha. Now that's what I wanna see! Download it from TF2maps.net (a great community, I might add, for aspiring mappers. Don't let my seven month development times scare you off; with good planning, a proper alpha can be made in a day or two.) Anyway, I'm submitting it to Saturday's gameday tests. If you're available between 9 AM and 12:30 PM PDT, you should join if there's room. |
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| KJ456 | Apr 23 2009, 09:26 AM Post #43 |
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Ahahahaha- *snort* -hahahaha- *snort* -heheheh
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*Runs around on it a bit* Ooh, I like. Very intuitive layout. The only part where I could see someone get lost is at the middle exit to the dirt tunnels. That spot could do with a sign. |
![]() Do not click. Do, however, click these at your leisure ('specially for stats): Gero, Terra, Tic, Nys'elni and Murphy. ![]() Banner by Shade. Challenges open if I'm around, though you'd better be prepared to stat, 'cause I'm lazy. My theme, according to the Mooney one. | |
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| Walliard | Apr 25 2009, 02:55 AM Post #44 |
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Update: It's playing at 9:45 tomorrow morning. (Pacific) Server IP: 63.210.148.171:27015, or just look for the server I'm playing on. EDIT: Full gameday topic/schedule here. Edited by Walliard, Apr 25 2009, 03:02 AM.
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| Chrono | Apr 25 2009, 02:11 PM Post #45 |
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What's the password?
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there is a chrono impersonator there ! |
- "Okay, there's this Psycho Death Cult that's after me..." (Dizzy, level 11) - ON PERMANENT OC -- feel free to PM Challenge -- skills on preferredIf you buy games here, I get play money to buy games with. It's a win win! (For me) Stupid poll things Rion and Rianne converse Characters and Banners Thankee to Shade for the banners. (Click them to go to the profiles) Sig things by Shade and Fish, and much props go to them. Dizzy's sprite by Vicas. ![]()
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| Endgame | Apr 25 2009, 02:52 PM Post #46 |
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*Rapes majorly on wastes* I think that map is just a little too pyro friendly imo, I mean the middle may be wide open but there are so many ways you can get behind the other team. <.< As for Valley, the main point here...its well...BIG like super BIG. <.< I mean its really easy to get lost and confused and while so many places to go is a good thing, its also the bad part...I guess the tunnels leading up to the last control point is nice but they can build up sentries and things to easily, etc. Basically what the dude in there said. >.> Edited by Endgame, Apr 25 2009, 03:17 PM.
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Characters DN
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| Tookie | Apr 25 2009, 03:44 PM Post #47 |
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Pretend I put something witty here.
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Too big. =\ When I can rack up several minute lives just because there's no-one around, something is being done wrong. >_> *Reset his stats last night* |
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| Walliard | Apr 25 2009, 06:33 PM Post #48 |
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Edited by Walliard, Apr 25 2009, 06:33 PM.
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| Bears | Apr 26 2009, 02:06 PM Post #49 |
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Seems like you've gotten some useful feedback. I'm looking forward to the next version. |
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4:24 PM - John Ѯzzingford: "Alternate Universes". 4:24 PM - John Ѯzzingford: Taking an existing set of characters, and putting them in an altogether different setting. 4:25 PM - John Ѯzzingford: For example, you could take the cast of the Mario games, and set them up in some kind of detective-versus-cannibal-mastermind drama. | |
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| KJ456 | Apr 26 2009, 03:54 PM Post #50 |
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Ahahahaha- *snort* -hahahaha- *snort* -heheheh
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i missed the playtest ): |
![]() Do not click. Do, however, click these at your leisure ('specially for stats): Gero, Terra, Tic, Nys'elni and Murphy. ![]() Banner by Shade. Challenges open if I'm around, though you'd better be prepared to stat, 'cause I'm lazy. My theme, according to the Mooney one. | |
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| Walliard | May 23 2009, 07:56 PM Post #51 |
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lol, Wally Time is worse than Valve Time. Anyway, I'm going to try to have a2 out by this weekend's playtest. Would more people be available on Saturday morning or Sunday? Likely somewhere between 10 AM and 12:30 PM Pacific time. |
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| Vicas | May 23 2009, 08:09 PM Post #52 |
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Ok, hop aboard then. Adventure awaits.
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Next weekend? I should be around... both days, so whichever. |
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| Tookie | May 23 2009, 08:20 PM Post #53 |
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Pretend I put something witty here.
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week off, so yeah :D |
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| Vicas | May 24 2009, 02:11 PM Post #54 |
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Ok, hop aboard then. Adventure awaits.
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Okay, according to my mom, graduation things may be going down on Saturday, so Sunday may in fact be better. I might still be able to make Saturday, but I'm not sure. |
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| Walliard | May 29 2009, 08:34 PM Post #55 |
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Well, both gamedays filled up before I could finish it, so it doesn't matter now. It should be ready for next week, though. On a related note, TF2maps is reducing the cost of subscriptions to $1/month to promote the summer mapping contest, and I bought a couple months' worth with the change from Braid that was still in my Paypal account. One of the perks is admin access to the servers, so I might just arrange an impromptu playtest if enough people are on and it isn't being used for anything else. |
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| Walliard | Jun 3 2009, 06:01 AM Post #56 |
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*sigh* This is such a mess. Every time I think I'm getting close to a release, some horrible flaw (usually agoraphobic in nature) crops up and I can't figure out how to solve it without redesigning a large chunk of the map, and it always feels like it's going to make the map look horribly wrong as a result. Yet at the same time, I don't have the slightest idea how it should look. In fact, that lack of direction is probably why I've had so little motivation to work on it, which in turn is why I have so little to show for myself after almost nine months. I'm going to take another pass at this in the next few days, but if I don't make any progress, I'm putting it on the backburner (so to speak) in order to work on the two other maps I have in mind. And I promise those will be produced in a far more timely manner. |
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- "What the frig?"






12:33 PM Jul 11