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Hsnopi
02-27-2008, 09:25 PM
http://www.hsnopi.net/tf2/ctf_frogger_alpha2.bsp

Hsnopi
02-27-2008, 10:13 PM
thanks for helping wiht the alpha2 test.please take it out of rotation now. I am close to a beta

MagiCanduBar
02-28-2008, 12:22 AM
it needs a killer flying choo-choo train!

or killer mine carts that too.

MAGZine
02-28-2008, 12:43 AM
It needs eastegg button that doubles traffic speed for 5 secs

SpongeBob
02-28-2008, 11:16 AM
Right, needs very little.

As RtG states, lessen the lethality of the water. Find a way to get the docs to refresh faster if dropped in the water. Or not, no big deal.

Some more strategically placed Ammo and Med kits of various sizes.

Then, simply lots of cosmetic updated. Structurally, it's fine, just needs to be prettied up.

Hsnopi
02-28-2008, 06:32 PM
thanks:)
the intel is really becoming an issue if it falls int eh water. I am adding some decoration. and I found the dump truck! added that. I think as the map fills up it will be rough. I am adding more swamp like material to the water for jumping. I think I will lessen the lethality a bit but not too terribly much. Just if you fall off you can get back on the log. swimming through will be impossible. In the original game you died. I am adding some rubbish to help out the jumping but I don't like that solution yet. I need to make an 8-bit alligator:) added some gutters and haybails. some railings and ladders. stuck a turbine in the lower hallway. I need to just populate the areas with stuff and I think it will make all the difference.

SpongeBob
02-28-2008, 08:57 PM
I hesitate to recommend anything, mostly because I don't have any exact ideas, but just whims.
The only thing I didn't mention before, but you might like to consider, is some way to make it tougher to actually cap the intel once someone gets back to the spawn area. I feel that once you get there, there's zero worry of capping. The enemy won't even bother trying to kill you, cause it's too easy to move the intel from the open area right outside their spawn to the cap point.
Maybe the cap point needs to be moved? I'm not sure, but something needs to be looked into as a reason to bother trying to stop the enemy from capping once that get from the water side to the street side.
Awesome map anyway Snowpi.

MagiCanduBar
02-28-2008, 09:35 PM
well, you could try to split the map down the middle, where you have to make a big "U" to get to the other person's base, which means crossing both the road and the logs at least 2 times to get the intel from their base and running back to your cap point.

Just a thought.

Canadian Hick
02-29-2008, 01:18 AM
Maybe a tunnel out front of both spawns. Red and blue could share the same cap point. Could that be done? That would be some fierce fighting.

Bizman
02-29-2008, 01:24 AM
Sounds like Breakout to me ;) Sir Hick. Always a good idea to have some "Fierce fighting" ... Battleeeeeee!
Biz

Naz
02-29-2008, 12:14 PM
Bizzy! Pick up the Orange box and get you TF2 on with us.

BTW nice work so far on the map Hsnopi

-Naz

Bizman
03-01-2008, 12:08 AM
Naz,
I got it.. I guess I better patch/download/update/ etc... So then I can get OWNED by you TF2 JediMasters eh! Will update and then see what happens :)

Pfaffgod
03-01-2008, 12:16 AM
Played it and enjoyed it.