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The golden pot › DEV › Maps, Models and Mods › pul1ffa - hit the ground running
pul1ffa - hit the ground running
There are worlds waiting to be explored and objects to be made. Enjoy.
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Toxicity
Active Fragger
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Joined: Jun 29, 2009
Posts: 141
Location: under the bridge on the left in my freehold carton

PostPosted: Wed Jun 01, 2011 7:40 am    Post subject: Re: pul1ffa - hit the ground running Reply with quote

I tried the map finally too and I like it really a lot! I'm not a big fan of ffa, but on this map I would give it a try :D

At least it's nice that someone is still mapping (:

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pulchr
Elite Haxor!
Elite Haxor!


Joined: Oct 23, 2007
Posts: 167
Location: sweden

PostPosted: Sun Jun 12, 2011 5:58 am    Post subject: Re: pul1ffa - hit the ground running Reply with quote

another update available for download: pul1ffa-j8 (7.5mb). this map is more or less done now. unless there's some major things going on that needs to be taken care of. i probably need to tweak the lighting a bit and add some missing sound effects.


i followed popejo's idea about making the floor, beneath one of the lightning guns, see through (same thing as in pul1duel). bots seem to understand it fine.


i also added a door texture...


and a different texture for the hatch. added frames to the controlpanel and the monitors there. as can be seen on a lot of these screenshots i also put the brick texture on a lot of places - might not be the most obvious place in space to find bricks but...


added weapon/powerup markers on the floor (not used for ammo/health). cut up the wall so it doesn't look as boring anymore. changed the ceiling lamps into decals.


changed some textures here. made the jump pad light green instead of white.


some bots doing nasty things to each other.

some other things i did:
* changed colour of the teleporter vortex (was red but that colour is now reserved for ctf-mapping).
* removed the rail ammo that was near the hatch.
* saved all non-alpha textures as jpeg.
* reduced door lips and put playerclips to ease movement near doors.
* fixed texture alignment on the upper part of the ramp.
* fixed a bot problem where they could get stuck beneath the hatch (i hope it's fixed anyway...)

as always gameplay feedback are most welcome - and one or two matches would also be fun :O)

edit: i just realized that i forgot to add the sound effect for the blue see through floor. so if you don't have pul1duel it will probably spew out warnings of a missing sound/pulchr/forcewalk.wav. best solution atm is to download that map too...

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pulchr
Elite Haxor!
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Joined: Oct 23, 2007
Posts: 167
Location: sweden

PostPosted: Wed Jun 29, 2011 6:12 pm    Post subject: Re: pul1ffa - hit the ground running Reply with quote

this is the next version ready for testing: pul1ffa-k2.zip.

* added a connecting path near the middle (see image 1).
* shader chnages - doors, teleporters and jump pads are now purple.
* added missing sound-effect to the pk3.
* changed the pickup-shader so that it rotates slowly.
* removed the curved edge on the pope plateau so you can't get stuck.
* redesigned the railgun-room (see image 3).
* added some more black space above the teleporter exit.
* added another see-through floor and changed the shader of it.
* there are now some more rounded edges.
* small brush-changes to two launch pads.
* reduced the size of jump pad triggers so dropped weapons get be picked up.
* some bot-clip changes on the ramp.


new path connecting the upper and middle levels.


redesigned launch pad and the new see-through floor.


the railgun is now placed on a small elevated platform.


some small changes to the pope plateau.


shader changes so that the teleporter, jump pad and door lights are purple instead of green. there's also a little more room above the teleporter exit so that the light doesn't look that odd.

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PopeJo
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Joined: Oct 05, 2007
Posts: 930
Location: precise!

PostPosted: Thu Jun 30, 2011 10:36 pm    Post subject: Re: pul1ffa - hit the ground running Reply with quote

yeeeehaaa .. I think its just great.

every spawn offers some possibilities and the map is evenly balanced. rail remeins the strongest weapon, but with the new 5hp bubbles below the bfg you got a big area where the rails wont reach you.

so far its fun to play and I dont see anything the'd need improving.

well done!

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The art of thinking and reasoning in strict accordance with the limitations and incapacities of the human misunderstanding. (Devil's dictionary)
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JockeTF
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Joined: Aug 15, 2007
Posts: 471
Location: Sweden

PostPosted: Fri Jul 01, 2011 6:39 pm    Post subject: Re: pul1ffa - hit the ground running Reply with quote

Looks awesome, as usual!

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pulchr
Elite Haxor!
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Joined: Oct 23, 2007
Posts: 167
Location: sweden

PostPosted: Fri Aug 31, 2012 11:15 pm    Post subject: Re: pul1ffa - hit the ground running Reply with quote

new version pul1ffa-k6

* shaders replaced and textures moved inside the pk3.
* added a billboard with pul1ffa graphics.
* no more wooden crates.
* textures for the weight added.

still some missing sound effects... but it shouldn't affect gameplay much.


new boxes - no more wooden crates in space :)


yes, you should be reminded what the map is called!


the weight has new textures.

zip can be downloaded here and just the pk3 here

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