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Author Topic: Scaramanga strikes again - funhouse v4  (Read 76188 times)

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Rick Astley

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Re: Scaramanga strikes again - funhouse v4
« Reply #90 on: May 15, 2012, 12:03:50 am »

It is almost ready Troy :). I made 2 versions of it. One is upbeat w/full orchestrations and the all is a funky piano styled theme.

Cool cant wait to hear the tracks :)
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liamcadhain

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Re: Scaramanga strikes again - funhouse v4
« Reply #91 on: May 15, 2012, 12:43:32 pm »

I made 2 versions of it. One is upbeat w/full orchestrations and the all is a funky piano styled theme.

Sounds good Roger. I'd say it would really complement the look and feel of the map
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The Cy

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Re: Scaramanga strikes again - funhouse v4
« Reply #92 on: May 24, 2012, 07:39:14 pm »

hey guys, new perspectives of the funhouse. I´m currently polishing things and I hope to add nodegraphs for the bots and of course some music soon (how´s the progress going on, roger?). the first draft of map has also been tested by a few beta testers and the progress is going on very well. here are the screens:





























I´m also curious what you think of the "puppets" like valentin (watching the movie screen), boris (sitting on the toilet) or alec (sitting in the ticket booth). sometimes people don´t understand what they´re doing in the map, especially when they´re shooting at them and see the "puppet's" blood.

I´m also thinking about the reasons why the former versions of the funhouse haven´t been played as much as I intended and had a discussion with E-S about that topic. he told me that the map´s still confusing and it´s design would scare off new players. but I tell you: the collocation of the single rooms hasn´t really changed since version 2 and I shortened or deleted long areas and made the connections between the settings more obvious. the map´s still bigger than the original map from rogue agent, but that´s because of the 16 players, which should play it without getting claustrophobic.  the player has the chance to explore my map, its full of details and references. if that scares off new players and if they don´t wanna try new things out- ok, then I can´t help them. the map and the design are different, but that doesn´t mean that the map´s bad. since 3 years I work on this map, its neither an uninspired quick shot nor a hangout beta. my heart and my soul are rooted in this map - for me it´s a serious map which is just fun to play on. and I hope the other players will get the same feeling.
« Last Edit: May 25, 2012, 06:58:24 am by The Cy »
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finished: ge_funhouse v4 Download: http://www.mediafire.com/?urjfs3ra2zdslcz

markpeterjameslegg

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Re: Scaramanga strikes again - funhouse v4
« Reply #93 on: May 24, 2012, 08:40:06 pm »

It's a fantastic map that keeps getting better, you should be proud.
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PPK

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Re: Scaramanga strikes again - funhouse v4
« Reply #94 on: May 24, 2012, 09:00:25 pm »

its neither an uninspired quick shot nor a hangout beta

Oh no you didn't.


Regarding the map: the screens look great. I really haven't had a chance of truly playing the map (v3 that is), with the exception of an odd couple of rounds quite some time ago and I don't remember on which server it was, but it was fun. it was confusing at first but casino was confusing at first for me as well and now I love that map to death. I can't wait to try this one out since its style is completely different from all the other maps. Two questions though: does it have 3 (or more) armour spawns? And no long corridors?

I really didn't mind the puppets. I may have shot one the first time but after that, it became a fun feature. If you could pose them more naturally, it would help: like Valentin lounging on the chair, or pose Boris so it looks like he is pushing hard.
« Last Edit: May 25, 2012, 07:37:49 am by PPK »
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liamcadhain

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Re: Scaramanga strikes again - funhouse v4
« Reply #95 on: May 24, 2012, 09:01:10 pm »

Thanks for the update Cy, the map is looking great as usual!
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namajnaG

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Re: Scaramanga strikes again - funhouse v4
« Reply #96 on: May 24, 2012, 09:05:28 pm »

This is amazing, We can definitely see you have brushed up your Hammer skills a whole lot through the making of Funhouse, You should be proud!
*Raises hat*

kraid

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Re: Scaramanga strikes again - funhouse v4
« Reply #97 on: May 25, 2012, 04:39:03 pm »

In the black corridor with the bright doorframes: the doorframes shouldn't be straight, rather have them stretched crazy like in some weird dream.
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terps4life90

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Re: Scaramanga strikes again - funhouse v4
« Reply #98 on: May 25, 2012, 08:41:47 pm »

Looking good man, sorry it's taking me so long to get the theme done. It will be ready soon.
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Troy

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Re: Scaramanga strikes again - funhouse v4
« Reply #99 on: May 25, 2012, 09:15:09 pm »

I hope so Roger.  This is your chance to get your music incorporated into a map.
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terps4life90

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Re: Scaramanga strikes again - funhouse v4
« Reply #100 on: May 26, 2012, 07:48:14 am »

The orchestrated version is ready. I will post it in my thread because I don't want to mess up Cy's thread :). I think this piece will fit well with your map.
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The Cy

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Re: Scaramanga strikes again - funhouse v4
« Reply #101 on: June 08, 2012, 10:00:19 pm »

@PPK: three body armors and no long corridors

@kraid: the doors are a screenshot from the original movie, so I think they´re ok. I would prefer golden door frame props, but I don´t have those.

@roger: thanks for the track. and I´m really excited for the piano only version.

nothing really new in the funhouse. I guess the major work is over and I`m still polishing things, adding some round architecture and searching for three special textures: an octagonal wood floor, a retro man pointing to toilet and a better (more movie-like) wood wall texture for the training room. not so easy.

meanwhile I program my own bot for the funhouse. and what can I say, he´s even able to talk! great! but he´s still talking weird stuff with an english accent and has some problems with the rcp90, so I have to change some brain cells in his head I guess. here´s a video of that bot talking.



and if you are no fucking coward, please send him a video response, haha!  ;-)



and here´s a proof that the bot is able to go back in time

http://www.youtube.com/watch?v=BImAru3Z_WM&feature=relmfu

so, what do you think of my bot? what´s your favourite line?
« Last Edit: June 08, 2012, 10:31:02 pm by The Cy »
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finished: ge_funhouse v4 Download: http://www.mediafire.com/?urjfs3ra2zdslcz

Troy

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Re: Scaramanga strikes again - funhouse v4
« Reply #102 on: June 08, 2012, 11:51:25 pm »

That guy has a tendency to say the same thing over and over again.
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PPK

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Re: Scaramanga strikes again - funhouse v4
« Reply #103 on: June 09, 2012, 12:47:36 pm »

@PPK: three body armors and no long corridors

:D

I dunno why I'm laughing now, but I am. That bot is a funny dude.
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kraid

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Re: Scaramanga strikes again - funhouse v4
« Reply #104 on: June 09, 2012, 03:18:10 pm »

I guess you just made a joke.

If not, i'm absolutely against it.

For several reasons:
1. This guy is looking for attention, doing a bot of him would give him this.
2. You would use "his content" again, even if it's just his stupid voice saying lot of BS.
3. And most important: i don't wanna hear this stupid stuff when i play GES.

But the general idea of speaking bots i like.

============================

Imagine a special gamemode:

1 Player (Bond with only a PP7) against 1 (Scaramanga) Bot with the AuG.

Starting a round on easy difficulty.
There'll be only 7 shot in his pistol, but he can pick up ammo within the map.

Each time the bot is defeated, another round will start with the bot on a higher difficulty.

The player will earn score depending on how quick the bot was eliminated, how many shots were required, what difficulty the bot was on, etc.

Maybe each hit on the bot will give instantly scores depending on the hitzone.

When the player got killed, it'll decrease score.

Round ends when the timer runs out or the bot is killed. I'd say 3 or 5 minutes each round, maybe increasing round time on higher difficulties.

If the timer runs out, the next round will be the same difficulty again.
If the bot was killed it'll be on a higher difficulty.

When the bot was killed on the highest difficulty or the max. ammount of rounds (maptime) has expired, the match will end and the player will get his final score.

The goal is simply beating highscores.

As for the voice, i'd say beside scaramanga throwing demotivative comments and laughther onto the player, he could introduce the match with his well known sentence. I think you know which one (7 vs 1).

This gamemode could be altered to play against Baron Samedi on Egypt too. Or Alec on Cradle, or Xenia in Jungle, or Jaws in Aztec.
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