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Pf_Territories [CP version]
21-05-2012, 09:31 AM (This post was last modified: 13-07-2014 06:45 AM by JJTFST.)
Post: #1
Parkour Fortress
Canada
Feet ain't touchin no ground
Hey, just going to sneak this in here, and still have no one find out, that alright?
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


I dare you to necrobump this ;P
Holy has it really been two years since I created this thread...?!


Still to do;
> Announce another update with an unreasonable amount of abbreviation, for old times sake
> Interior lighting
> Proper map lighting
> Garden on the South-West building
> More props for cover and scenery
> Basic CP mechanic

Current interest;
> Interior lighting
> Prop placement
> Map lighting (Midnight, cloudy, HDR to respectable moon-like effects)

Biggest issue I'll probably not complete for another year/never;
> Fitting building textures
> Custom CP Mechanic finalization (Not 100% successful yet)

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 dates
Code:
> //
> Some props removed
> Other props added
> A couple of props relocated
> //
> Skybox blown up by x16, aligned to level for repairs
> Rain adjusted in skybox zone
> 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
> //
!> 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
> //
!> Dead again, some life shit to solve
> //
> Center building reconstructed due to odd interior
> Interior of South and South-East tweaked
> Interior of North and North-West added
> Water type switched
> //
> Interior of East and North-East added
> Center building tweaks
> Map lighting changed to Daytime
> Water type switched
> //
> Street lights removed
> Water added
> //
> Interior of Center buillding added
> Center building reconstructed to stop across map sniping
> Street lights added
> //
> All buildings top halfs scrapped for reconstruction, building bases stay
!!> Log past this point has been removed as the previous version means nothing

Yes, I've been hiding my work for the past ever now except to those that are directly involved with it. Anything you may remember from previous posts are too old to mention now. There will be two versions of this map

Most recent screenshot
[Image: 45a5dd259c.jpg]


Old image featuring map lighting, skybox and the experimental mountains and particle clouds
[Image: ADD198E3599DFF250E2B0FED13CA83B6D085CC1D]


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
European Union
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
Denmark
Time for adventure!
2
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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