The Ruins by reaper47

Map Rating

  • 5
  • 1 rating / 5 stars

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Map Info

Map Description

An assault map with a twist: The flag takes 3 minutes to return forcing the Defenders to guard the flag rather than the (single) Command Point.

New in this version: A Flag Tracker that displays the current flag location for the Attackers. Should make it easier to plan attacks on not-so-communicative teams. Also a couple of changes to give the Attackers a better chance and to improve the overall look and feel.

Discussion

Posted by reaper47 on Thu Mar 16th 2006 at 6:24pm
[Author]

I did some short runs with people, yes. The result were several changes, most of them to give the attackers a better chance. I wish I got this on a proper server for more extensive testing.

The flag tracker is made of lots of triggers with filters for the flag carrier. They switch on the area you're currently in and switch off all the others. I don't remember exactly how it's done but it's mainly trigger work.
Posted by MJ on Thu Mar 16th 2006 at 10:01am

I ran thru the map. I think its a pretty cool idea with the flag tracker. What entities did you use to set that up? Layout wise I think its pretty decent. Since its indoors I think defender demos and engys will have a slight advantage but its hard to tell without actual players playing this. Have you playtested this with people?
Posted by reaper47 on Mon Mar 6th 2006 at 11:58am
[Author]

You're right MJ, thanks. Damn copy and paste. I tried to avoid typos.

fixed.
Posted by MJ on Mon Mar 6th 2006 at 6:12am

I think your link on your site links to a different map (dm_resident).
Posted by Orpheus on Sun Mar 5th 2006 at 7:56pm

giggles
Yeah, your textures needed a bit of aligning there ol' chap.

This must be a very old map. Else you'd have sent it through the Snarkpit sorting process before "complete"

Never liked TFC myself much, but the architecture looks interesting enough.
Posted by reaper47 on Sun Mar 5th 2006 at 6:42pm
[Author]

Keeping the 400-500 polygon limit was very important for me when making the map. My goal was to make it run well with a Voodoo 2 which I think explains some of the compromises and large texture scaling for today's standard. ;)

I always felt like maps should be made for the original hardware recommended for the game so I don't intend to update the LOD. In fact I'm not sure if there's even room in the TFC community for maps made after "wrath". Would be glad if someone bothers putting this on a server once, but I posted it mainly for sentimentality reasons. It was made shortly before a majority of TFC mapping sites died off.

Thx for the comments anyway.
Posted by Addicted to Morphine on Sun Mar 5th 2006 at 6:25pm

Looks good, I've always loved TFC.

I noticed a texture misalignment in the 3rd shot. The white part of the texture on the archway doesnt match with the white part on the wall.

I think you could use some light fixtures (they don't have to even be on) in the second shot along the wall/pillars to spice it up. There's definitely room for a litte more detail / texture variation to make the map look a little better, but TFC has always been about simplicity so it may not be necessary.