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Pf_Territories [CP version]
21-05-2012, 09:31 AM (This post was last modified: 20-11-2014 09:06 PM by JJTFST.)
Post: #1
Parkour Fortress
Canada
Feet ain't touchin no ground
Consider every comment on the first page, as old news. (Default is 15 posts, ignore these)
Check their post dates before you reply or give an emote

Oct 18th: Ahaha, hello there page 5. I dare someone to necrobump this
Oct 22nd: Update Log pruned

Still to do;
> Announce another update with an unreasonable amount of abbreviation, for old times sake
> Interior lighting with matching props
> More props for cover and scenery
> Basic CP mechanic until the custom is ready (9 CPs, oh boy)
!> Possibly adding in an Easter Egg from a really old version, just a Sssizzling idea really

Current interest;
!> See if I can get a forced team spawn on players for Intel and captured buildings on CP
!> Freaking 15 and the trigger_add_tf_player_condition, why didn't I think of that. Hit me
> Building categorization may change with skybox sky texture, maybe (As in West becoming North, etc)
> Must. have. more. props.

Biggest issue I'm having yet work seems to be moving forward
> Fitting building textures (?)
> Custom CP Mechanic finalization (Waiting on more testing, mind as well just ship the Intel version first)
> Proper map lighting (Best split off a test version and find a fitting setting)

Update Log; Alpha release nearing completion for Intel spin off, will get it's own thread due to gamemode change.
Note: Farther down the list is older updates than the top, "> //" will separate work done between week(s)
Code:
> //
*> Map discussion with 15 (Future plans)
> //
> Non-Dynamic entities moved to a neutral location (logic, env_light, etc)
> Couple of changes, not note worthy (Unit placement and such)
> Some stairs updated
> //
> Ents added, Timing added, etc
> More progress on the North-West building's revision, adding another route
> Forgot to write down what I've been doing, but for the most part it was CP testing
> //
!> Resumed, August 27th 2014
> //
!> Going to halt again for a bit, need to move yet again. Zzzz...
> //
> Skybox tweaks, will shrink back down soon
> Garden planning, might revise the plateau on the South-West
> Some logic spawning tests // [Edit] Didn't exactly go well. Scraped, will leave to random/pf plugin
> Some auto_logic and command entities for other tests...
> //
> Some basic spawn entities for testing when players spawn in
*> Fungasm has offered help for textures, will see what comes
> North building having some planned revision to stop sniper annoyance
> More work done on the North-West building
> //
> Couple of props relocated/aligned
> Some props removed (Unfitting)
> Other props added
> //
> Skybox scaled up by x16, aligned to level for repairs
> Rain in level removed for the time being until final building completed
> //
> North-West Building reconstructed
> Experimental lighting tweaked
> Two new ziplines added (Previous finalize still valid)
> All ziplines renamed, forgot to do this when I relocated them last time
> //
> Alternate version of Intel replaces cap points with grey intel
> Experimental interior lighting (needs finalization before testing on server)
> //
> Some doorways shifted
> Some exterior contact only building placements have been lowered
> Props added, the 'what would look good here' kind
> Planks finally placed on the east side
> Windows added to the North building
> //
!> Resumed (Date unknown)
> //
!> Dead once again, moving and other shit
> //
> Climbable piping and vent footholds for exterior building
> Ziplines finalized until map tested on server
> Skybox finalized two layers of non-accessible buildings for decor
> //
> Reconstructed interior North and North-West building
> Map lighting reworked
> Removed single zipline
> //
> Map lighting re-added, Nighttime
> Skybox added, unsure how to go about buildings
> //
> New zipline locations for testing
> All old ziplines removed
> Water removed
> Map lighting removed
> Removed floating lights
> //
!> Resumed (Date unknown)
> //
!> Dead again, some life shit to solve
!!> Log past this point has been removed as the previous versions mean nothing

Most recent screenshot <Nov 20th 2014>
[Image: 9120cb10b4.jpg]


Old video featuring the South-East/South buildings




Same thing as always, if you want to see something in the map, or have a suggestion, post it!
Winner Winner x2
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21-05-2012, 01:57 PM
Post: #2
Advanced Weaponiser 2
Norway
The Payday 2/DotA 2 Enthusiast
Looks good.
But it looks so...
EMPTY.

[Image: dicn0.jpg]

[Image: 5573c3a2.gif]
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21-05-2012, 02:40 PM
Post: #3
Parkour Fortress
doat
Indeed, empty... so empty... zzzzzZZZZZZzzzzzz *weird sleeping noises*

[Image: GGPh6.jpg]
Agree Agree x1
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21-05-2012, 04:14 PM (This post was last modified: 14-02-2013 05:11 PM by JJTFST.)
Post: #4
Parkour Fortress
Canada
Feet ain't touchin no ground
It's a base, of course there is not going to be much detail to it yet.
I posted old photos for suggestions on what you wish to see, not on how far it's progress is
.-.

Edit: Fail grammar

Because jokes (link) --v
[Image: 4ae8693b09.png]
Informative Informative x1
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21-05-2012, 07:39 PM
Post: #5
Parkour Fortress
doat
Ok, it's nice in all seriousness, hope it will get more detail :D

[Image: GGPh6.jpg]
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22-05-2012, 03:22 AM
Post: #6
Advanced Weaponiser 2
United States
actually good at English
Looks alright for an alpha. Just use less orange.
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22-05-2012, 09:05 AM (This post was last modified: 21-06-2012 02:10 AM by JJTFST.)
Post: #7
Parkour Fortress
Canada
Feet ain't touchin no ground
Currently, everything is being colour coded to be able to see the difference. The taller buildings are not part of the normal playing field, the supports on the left side in the first picture are not there anymore, the map will get it's own custom textures, (which some will be passed back to the Parkour SDK) and the resize is almost done now (Alpha19_Test3)

God this is far more than I'd usually say for just Alpha :x

Because jokes (link) --v
[Image: 4ae8693b09.png]
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22-05-2012, 04:47 PM (This post was last modified: 22-05-2012 04:47 PM by rond0.)
Post: #8
Israel
my name is dante (it really is!)
if you are going to add more maps like this you should change the gametypes to pfs for speedrun and pfc for combat.
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22-05-2012, 10:06 PM
Post: #9
Parkour Fortress
Canada
Feet ain't touchin no ground
*Alpha21 Preview+Info Bump*

@rond0
Comment that in the SDK thread. Btw, you must not like traveling on trains :c

Because jokes (link) --v
[Image: 4ae8693b09.png]
Winner Winner x1
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30-05-2012, 10:04 PM
Post: #10
Parkour Fortress
Canada
Feet ain't touchin no ground
*Alpha32_SSSTest3 Preview and information bump*

Because jokes (link) --v
[Image: 4ae8693b09.png]
Informative Informative x1 Winner Winner x1
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21-06-2012, 02:08 AM
Post: #11
Parkour Fortress
Canada
Feet ain't touchin no ground
*Alpha38_T9 Video Preview and Information Bump*

Because jokes (link) --v
[Image: 4ae8693b09.png]
Winner Winner x1
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21-06-2012, 03:52 AM
Post: #12
Parkour Fortress
European Union
Time for adventure!
3
39
Looks really really awesome! I am super hyped :D

[Image: bearwannafight.jpg]
Winner Winner x1
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24-02-2013, 08:03 AM (This post was last modified: 24-02-2013 08:27 AM by JJTFST.)
Post: #13
Parkour Fortress
Canada
Feet ain't touchin no ground
I wanted to be all sneaky sneaky, but was told to post an *Bump* anyways
Welp, here's your next piece to chew on q:

Because jokes (link) --v
[Image: 4ae8693b09.png]
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24-02-2013, 09:53 PM
Post: #14
Advanced Weaponiser 2
Portugal
Possibly a decent person!
(24-02-2013 08:03 AM)JJTFST Wrote:  I wanted to be all sneaky sneaky, but was told to post an *Bump* anyways
Welp, here's your next piece to chew on q:

Oh
my
god
the ziplines
they're everywhere
god help us
Though that should be useful to quickly change routes.

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25-02-2013, 06:48 AM
Post: #15
Parkour Fortress
Canada
Feet ain't touchin no ground
(24-02-2013 09:53 PM)Qbe-Tex Wrote:  Oh
my
god
the ziplines
they're everywhere
god help us
Though that should be useful to quickly change routes.

That was my thoughts exactly whenever I took a second look at specific locations. As much as I tried to vary from high rises with ziplines to low platforms with just walls, it tends to be a "holy wtf?" sight. So I changed their to and from points so some have up to 3 different end locations (If you successfully grab each line)

They will be subjected to change when I return home as I'm currently away for around 10 days on a 'trip' per-say

Because jokes (link) --v
[Image: 4ae8693b09.png]
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