zf_4towers

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Derp
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Re: zf_4towers

Post by Derp » May 16th, 2010, 2:53 pm

Will we get a shiny medal 2~3 years from now to show the newbs that we are the alpha dogs? =p
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Re: zf_4towers

Post by Darkblaze » May 17th, 2010, 2:34 am

Status: Delayed:(
I decided to delay it to get all of the bugs out pre-alpha. I'll try to work on it during the week.

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Re: zf_4towers

Post by Darkblaze » May 18th, 2010, 9:14 pm

Status: Screw Alpha, We are going straight to beta.
Everything is done, only thing left to do is put up the control points, and then set up props.

Who wants to help me set up the props? I'm a bad decorator.

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Re: zf_4towers

Post by SanVich » May 18th, 2010, 9:23 pm

Darkblaze wrote:Status: Screw Alpha, We are going straight to beta.
Everything is done, only thing left to do is put up the control points, and then set up props.

Who wants to help me set up the props? I'm a bad decorator.
I could possibly help you, since I'm just starting to learn how to do maps. That and I've got a habit of making cool interiors when working with CAD >.>
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Re: zf_4towers

Post by Darkblaze » May 23rd, 2010, 2:16 am

B1 is out.
Plans for B2:

Change spawns of zombies each time they cap
Fix lighting.
Do the things joe told me to do.
Better scenery

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Re: zf_4towers

Post by Darkblaze » June 3rd, 2010, 11:40 pm

B2 has been on my computer for about 4 days, sent it to joe via FtP

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Re: zf_4towers

Post by Darkblaze » June 5th, 2010, 7:45 pm

B3 is huge success. "zf_industry done right"

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Re: zf_4towers

Post by SanVich » July 19th, 2010, 7:21 pm

I got some suggestions/bugs to give you:

- 4th point can be capped rapidly even with defenders on it.
- The music button needs to be killed...forever
- give more time for capping a point than a minute, because at the rate it takes a zombie to run all the way up to the last point it'll take them a minute(should they die)
- maybe include some zombie specific teleports so they can go directly up to the most recently capped point(to save time and keep the red team on edge)
- Another zombie spawn might help with the sniper camping as well



This map has the potential to be really good, but lately it's a zombie nightmare because everyone spams the engineer class.
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Re: zf_4towers

Post by Darkblaze » July 25th, 2010, 5:08 pm

I'm going to drop 4towers. I don't feel like optimizing it for the engie update, let alone fucking perks. So I'm almost done with planning for a new project. This song might be played lightly in the background. In the "control room", not the whole map.
Spoiler! :

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Re: zf_4towers

Post by Desseler » July 25th, 2010, 5:33 pm

DO IT!!

I love that song.
WELL DON'T THAT BEAT ALL.

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Re: zf_4towers

Post by Darkblaze » July 26th, 2010, 12:42 am

I might make a map out of Outset Island. Survival
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Re: zf_4towers

Post by Darkblaze » August 8th, 2010, 2:07 am

I'm making a version 2 of 4towers. With newfound knowledge of what to do, what not to do (And that I lost the VMF of b4...) It's really early when to say it will be out, however I've got most of terrain done already. So far what's changed

Community requests
-NO MUSIC
-NO MUSIC
-NO MUSIC!
-More Zombie spawn points!
-More access for zombies, for example multiple entry ways.
-"Better fucking lighting. This shit looks stupid" -forgot who said that
-Make it look better.

Post what you want in this thread.

Code: Select all

Changelog
-Added a waterfall! This acts as a spawn point for zombies (Behind the falls)
-Added a little lake below the falls! (Swimming may give you special gifts)
-Added caves! (Something deep in those caves....)
-Added a small air vent for the 3rd and 4th points!
-No god damn music.
-Lighting fixes!
In other news. I was hoping that the ZF admins and up want to come and test on a small server i set up later on. (I was hoping murbuto could help me with this. I was going to ask him first before posting this, but he left steam friends as i finished my paragraph)

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Re: zf_4towers

Post by SanVich » August 8th, 2010, 1:15 pm

Darkblaze wrote:I'm making a version 2 of 4towers. With newfound knowledge of what to do, what not to do (And that I lost the VMF of b4...) It's really early when to say it will be out, however I've got most of terrain done already. So far what's changed

Community requests
-NO MUSIC
-NO MUSIC
-NO MUSIC!
-More Zombie spawn points!
-More access for zombies, for example multiple entry ways.
-"Better fucking lighting. This shit looks stupid" -forgot who said that
-Make it look better.

Post what you want in this thread.

Code: Select all

Changelog
-Added a waterfall! This acts as a spawn point for zombies (Behind the falls)
-Added a little lake below the falls! (Swimming may give you special gifts)
-Added caves! (Something deep in those caves....)
-Added a small air vent for the 3rd and 4th points!
-No god damn music.
-Lighting fixes!
In other news. I was hoping that the ZF admins and up want to come and test on a small server i set up later on. (I was hoping murbuto could help me with this. I was going to ask him first before posting this, but he left steam friends as i finished my paragraph)
I'll help ya buddy!
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