i really like this stuff. the mod's doing a very good job of bringing tfc in a modern direction.
Fortress Forever : A TF Mod for Source : Recruiting
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Oh I really like what I see. It looks new n stuff but also have that old TFC feeling, which is great. Keep up the good work guys. :arrow:
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Yeah what the others said

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Can I beta test?
I beta tested monkeystrike!!@! I'm like a beta testing god, you cant afford to not have me. (also beta tested movein)
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Heh, wait 'til you guys see what Jon & Jesse have done with hunted. Makes me want to do a sex wee when I see the pics.
We're still recruiting a texture artist, character skinner and animators, by the way.
Beta testing details will be announced when we hit beta.
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This all looks just great. Good job guys
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just use mapcore to beta test
We're all awesome haha -
I luv tfc, FF is one of 3 kewlmods in my hl2 favorites folder ;-P
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One of my fellow mapcore denizens needs to hit a talented animator over the head and drag him into my Fortress Forever cave of doom. We really do require a talented animator and they seem rather tough to come by.
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From Fortress-Forever Website:
Quite a healthy bit of news this evening. To start, we'd like to welcome FryGuy and DrEvil on as code monkeys, further bolstering our bumper crop and pushing us that much closer to our end goal of cornering the market.
Secondly, the Trepids, while not trippin' (yo!) on whatever their drug of choice is (it's something potent, believe me), have been puttin' in countless hours on Hunted, of which we have four bran' spankin' new vestiges for y'all:
Thirdly, dr_nick has kept himself studiously and (quite apparently) dexterously scribbling out model concepts in his secret lair, seldom allowing for such human necessities as orange juice, curry rice, and Billy Wilder movies. This being the case, rebo, in an uncharacteristic show of good 'ole down-home American hard work and ingenuity, whipped up this here wallpaper:
Not quite lastly, astute visitors have probably noticed the new 'Developer Journals' menu up there at the top right. Our developers, having little else to do, obviously, will be keeping their adoring public abreast of every move made or unmade. Check frequently, these candid encounters are liable to pop up at any instant and we're hard up for traffic.
Finally, for those who may have questioned my counting tactics earlier (it was strategic!), mosey yourself on over to the media section and two more Hunted boys'll great you mighty kindly.
hunted:
[Blocked Image: http://www.fortress-forever.com/media/thumbs/ff_hunted_3.jpg] [Blocked Image: http://www.fortress-forever.com/media/thumbs/ff_hunted_4.jpg]
[Blocked Image: http://www.fortress-forever.com/media/thumbs/ff_hunted_5.jpg] [Blocked Image: http://www.fortress-forever.com/media/thumbs/ff_hunted_6.jpg]
medic, sniper, demoman:
[Blocked Image: http://www.fortress-forever.com/media/thumbs/bg_medsnipdemo.jpg]
and some new developer journals
(recruiting!)
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I didn't really get the Haunted feeling, but it looks pretty good (but not as good as the other maps I've seen from FF).
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you could do SO much better with source than that. Cmon. You basicaly matched it brush for brush but realize that when they made hunted they wanted to do something BIGGER AND GREATER but couldn't because of halflife1's restrictions. We're on source now so think of what they tried to aspire for and go for it. Thats a weak attempt to recreate hunted.
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Most of the beauty of the Source engine is when it's in motion. Personally I think hunted looks great even in those stills, but the texturing is not final (they still need a texture artist
)It's a fairly open map that will usually have like 8 people in the one area, so performance is a factor. Also all the inside shots look great and I can't really see how you could improve most of them.
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quoted from the lads who made hunted for ff:
Jon and I are finally taking a break from working on Hunted. We've spent a great deal of time talking about a lot of aspects of the map that won't be obvious until it's finally played, and we're hoping those details don't get pushed aside in the minds of the players come release day.
Barring some less important aspects, most of the areas are ~50% done. The areas that still need the most work, by comparison, are the exterior of the ruins and the escape area. These two areas we've yet to really tackle because we're always getting distracted with ideas on how to improve some areas of the map where we'e already done some work.
We could've pretty easily ignored a lot of the things we've spent hours talking about, but we're really wanting to mitigate the issue that Hunted is an arena, of sorts. In the original Hunted it's a bunch of walls everywhere, and it's pretty cool how the new Hunted is shaping up when opening up those areas. We're also not taking too many liberties with Hunted. When we started out making Hunted we had already decided that we wanted to simply take the original, and just bring it up-to-speed with the Source engine, or at least try to. Most all of the spots that you're familiar with in the original will exist in our version of Hunted, but there's some new areas to investigate along the way.
Jon and I have also recently started work on cz2, and it's such a nice change of pace to not have to worry about all the constraints that we've put on ourselves when working on Hunted. I doubt we'll be as strict with things on cz2 as we were with Hunted, and it's going to be a much less involved process. Right now we have a pretty primitive reconstruction of the pathways from cz2, and we're thinking things will go rather smoothly in the weeks to follow.
Oh, and I suggest that you go play Rome: Total War and experience the experience of experiences.
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they are sticking to the previous hunted VERY closely on purpose.
and what kam said
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With all due respect: Those hunted screenshots don't really do it justice. It looks superb ingame
I'm rather surprised at the muted reaction to it -- it's probably my favourite piece of mapping that any of our guys has created thus far. I guess you'll just have to wait for us to update the site to try and change your mind 
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Well, I think it looks very solid indeed, it's just in desperate need of custom content to make it seem like a Fortress Forever map and not a Half-Life 2 knockoff.
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yea i am making badlands.
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Fortress Forever is something I've been looking forward! I'm not a huge fan of ctf but this is definately looking interesting so far. Keep up the good work and good luck finding new members.
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Jeez Nexus, can you please take FF out of your sig, you make it look like you're affiliated with us. Whether this is your intention or not, I don't know.
*edit - Thank you
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