Showing posts with label Mapping. Show all posts
Showing posts with label Mapping. Show all posts

28 August 2010

1.0e/1.1 Updated Changelog 3

The FAS 1.0e/1.1 Change Log has been updated. The following changes have been added since August 17th.

- Added 4-directional hit indicators, in addition to the red fade
- Ammo caches will replace partial magazines
- Fix for ragdoll spam on initial spawn which would lag out players
- Re-compressed textures which should help users running on low end machines
- SG550 and FAMAS have been re-animated
- Specular maps added to weapon view models
- Fixed channels and attenuation of some sounds, fixes some issues where you can't hear the gun you're being shot by
- Fixed potential crashes with quick bandaging
- Kill icon for suicide
- Fixed ERRORNAME appearing when destroying SD objectives
- Fixed bug with animations and reloading when going prone with internal magazine weapons (M3)
- Fixed the appearance of an IFAK floating next to a player when a player has been put in spectator
- Weapons can fire underwater
- Added cvar fas_switch_teams_on_rwin which flips the teams and rein count between rounds
- Gunnery II now improves holster/deploy times as the label describes

New for mappers in 1.0e
- PointsForDestroy keyvalue on sd crates to give players points for destroying the objective

18 August 2010

Community Map Releases

The FAS Community all ready has two new community made maps for FAS. Be sure to check out future releases, or discuss current releases in FAS's Released Maps Forum.

PS_Desesrtcrisis by Hitman

A classic FA staple remade for FAS, with new routes to the middle capture point.

Download



TC_University by Ecktic

A fast and frantic TC map that has an old school charm.

Download


Download TC_University

Ninja Mapping

Shinobi has updated his developer blog with previews of two upcoming maps, sd_bomba and ps_caliber.

SD_bomba is a "small, tight outdoor map that might be a good server starter."


No information has been given yet about ps_caliber, other than it is planed for a 1.1 release.

17 August 2010

A River Ran Through It

PS_river fans rejoice, Smilie, is remaking your beloved map. Hopefully screenshots will be available soon.

Source

12 April 2010

FA RC 1.0 Maps

These are the original 12 maps released with Firearms 1.0. FAS includes remakes of ps_sand and tp_mine (remade to sd_mine).

By Beserker

cti_artic
cti_rama
tp_zerk
ps_check

By LooseCannon

tp_boat

By David "Hitman" Reeves

tp_soviet

By CrowbarSniper

cti_mideast
ps_waterfall
tp_dish

By Tylak

ps_sand
tp_mine
tp_ware

29 March 2010

Portfolio

Shinobi has updated his developer's blog with a video for his personal portfolio of work he has done on FAS. The video includes a run though of parts ps_derailed and ps_crossfire, as well as some of the modeling and texture work he has done.


10 March 2010

How Does I Map?

Since FAS is moving to the Orange Box engine, that means that anyone creating third party maps for FAS can not use HL:DM or any other Source engine games due to the engine change.

If you are looking for another game to use in the meantime, DysPatch recommends using the HL2:EP2, but be warned that the foliage included will not be a part of FAS.

05 February 2010

Gone But Not Forgotten

Looking though the source code in FAS's Map Page, you can see some cut maps that are either no longer included in FAS such as ps_forest and maps that may be included in later RCs, such as sd_durandal. Below are a list of the cut maps or maps that may be included in later RCs.

Durandal

A quiet Middle Eastern town is torn apart when a coalition task force moves into the northern outskirts to set up a forward operating base. Red Forces are positioned across a bridge leading to the highway, which serves as a strategic vantage point for all traffic coming into this part of the city.

Author: Hitman
Game Mode: Search and Destroy

Asylum

Red Force para-military units have infiltrated Blue lines and freed all the inmates at a local mental hospital. Some of the inmates are leaders of various militias allied to the Red forces, held there temporarily, while others are homicidal psychopaths. Blue Force units quickly respond, cordon off the area and take measures to storm the building. Inside, however, it's now the inmates that run the Asylum...

Author: Hitman
Game Mode: Team Control

Forest

As the battle wages on between both the Blue and Red forces, each side has taken heavy losses. In their never ending war, resources have been become scarce as their deadlocked troops fight to survive. Whoever crushes their opponent will gain a vast amount of natural resources to further their campaign and become the dominant force on the battlefield.

Author: Airwolf
Game Mode: Push

Juarez

A combined South American and Mexican invasion of America co-incides with violent illegial alien protests and revolt. The southwest United States is thrown into immediate disarray and chaos. Innocent citizens are slaughtered wholesale by roaming gangs, government offices taken over by illegalsb flying Mexican flags, or captured by the invading armies. News broadcasts trickle in to CNN from behind the lines, where the leaders of the revolt are demanding that 'Aztlan', or the states of New Mexico, Texas, Arizona and California, rightfully belong to them. Within weeks, however, the Texas National Guard has gone on the offensive, smashing through to El Paso and linking up with the encircled Army units holding out in Fort Bliss. Now, their mission is to take the fight to the enemy by crossing the border into Ciudad Juarez.

Author: Hitman
Game Mode: Push

Novospassky

As Blue force freedom fighters bear down on the Russian capitol, the remaining Red Force loyalists hole up in the last remaining sections of the city still under their control. A brutal fight ensues over the Novospassky bridge as both teams try and steal the others' intelligence assets, in bloody attempts to gain the upper hand.

Author: Hitman
Game Mode: Capture the Item

Force

(NO DESCRIPTION)

Author: Inveramsy
Game Mode: Search and Destroy

River

(NO DESCRIPTION)

Author: velvety (ported by Shinobi)
Game Mode: Push

09 January 2010

Derailed Update

Shinobi has greatly updated ps_derailed in terms of gameplay and texture work. The map's progressive spawns - which make you spawn closer to the enemy depending on what flag you hold - have been updated with the most notable change is that they are farther away from the middle cap point.


In addition to the spawn changes, the number of upper level areas has doubled and the texture work has been refined to give the map or more uniform theme, making the map much more industrial looking than before.

Finally, HRD in the map has been reduced but still keeping the areas that need to be light, light.

You can find more screen shots in Shinobi's developer's blog.

Crossfire Updates

Shinobi has updated some aspects of ps_crossfire, detailed in his personal developer blog. The map before had some problems with the placement of some of the flags. One flag was hard to defend with "270 degrees of overwatches focused on it" and has been moved into a warehouse for safe keeping.

In addition, "the ghetto" flag will mostly likely be updated in this same fashion, making its defense easier.
Finally, beside the flag updates, Shinobi has also added "a sewer system under the park area, hopefully this will make it easier for blue to hold as well as make it easier for red to cap."

27 November 2009

Detailed

DysPatch has released a couple of new screenshots of ps_snowblast in his developer's journal. In addition, he invites everyone to check FAS's twitter feed and his personal twitter feed for additional screenshots.

25 November 2009

Forest Reborn

Shinobi has been working on creating a convincing outdoor scene using the source engine for FAS. Currently he has been working blending the terrain as well as creating convincing tree models. You can view Shinobi's FAS work, as well as his other project as his game design blog.

22 October 2009

Remakes Redone

DysPatch has updated his developers journal with a list of changes he has made to his maps - ps_snowstorm, tc_rubble and tc_iwojima - as well as

PS_Snowstorm (Most heavily modified of my maps):
- Added two rather large routes on either side of the middle capture point.
-- entrance/exit to middle
-- entrance/exit to center
-- exit to underground tunnel

-- entrance from sniper tower
- Elongated the middle to fit more players

- Moved last flag capture to the bunker left of the spawn exit


TC_Rubble
- Replaced old sniper tower for red with a new one that has more cover

- Added new right to the left of the sniper tower incase red is being pinned down at their spawn

- Added alternate spawn exit for blue to drop into the dark building incase blue is being pinned down at their spawn



TC_IwoJima
- Added two new routes at the end of both tunnels in hopes to reduce spam

16 October 2009

Ninja Post

Shinobi has updated his blog with screen shots of ps_derailed and ps_crossfire.

Crossfire had a lot of extensive play testing and some of the narrow pathways have been expanded into more open rooms to help with flow. For example, "turning a long stretch of hallway into a garage so that there can be some width and crossover to the main route."


Derailed had a similar problem with bottle necking in some areas. These areas have been competently redone from one route to four routes. In addition, the whole blue side of the map has been opened up and the cap points have been reduced from five to three.


09 October 2009

Breaking the Mold

Don't expect every FA map to be remade for FAS. In thread in the FAS input forum, DysPatch commented that, "I have sorta promised myself I wouldn't make any more "remakes," primarily because they often don't play the same in Source, and they are a pain in the ass to balance." While many players would like older maps for nostalgia stake, trying to balance older maps while keeping them look like the original was to much work, according to DysPatch. In addition, all the resources to make a older map new could put to the creation of a new, better map.

Though, this is not to say that no more maps would be remade. The strongest candidate for a remake so far is obj_bocage as it has all ready been started by undertone.

More Sand

Understone has updated his developer's journal with some new screen shots of ps_sand. Currently, undertone has been working on HDR lighting and color for the map, as well as a few balance issues such as adding doors to the spawns to prevent spawn camping, as well as the adjustment of props and removal of some cover elements.



02 September 2009

Iwo Jima







Greenstone

Undertone's new map, tc_greentone is in beta and is reading for testing he wrote in his developer's blog.

22 August 2009

More Sand

Undertone has posted updated screen shots of ps_sand in his developer's journal. Expect for some minor detail for the interior parts of the map, undertone believes that ps_sand is "good to go."

18 August 2009

Quality of Life Issues

DysPatch has updated his developer's journal with news about the FAS homepage as well as the popular map, tc_iwojima.

The FAS homepage has undergone some minor updates with the removal of the 2008 stealth showcase video as well as the media update box in the side bar. In their place is a Facebook feed that allows you to to view updates on FAS's Facebook site that includes some screenshots and their Twitter feed.

DysPatch also talks about modifications of tc_iwojima: specifically the opening up of the two tunnels. Larger play test showed that the tunnels became spam inducing death traps, "sometimes resulting in a 4 person explosion." DysPatch hopes that the more open tunnels would promote more team work and lessen the effect of explosives. Rest assured however that the frantic action remains in tact with players always having line of site with the enemy.