public beta available, older build but solid preveiw.
All bug reports much appreciated.
Happy new year.
:chef:
public beta available, older build but solid preveiw.
All bug reports much appreciated.
Happy new year.
:chef:
Did you get my email??? I tried to let you know that when the tank gets to the bridge you cant fix it, you cant even get close to it without exploding…HELP…this is a sweet looking map but I cant run this on my server if there is no end…or cant get to the tank…!!!
PIE
sorry about that
the AT gun across the bridge must be destroyed before the tank can safely pass.
nice looking map kommando, i like the bramble and foliage everywhere. when i tried it out, the textures on the AT gun didn’t show up, just the yellow/black missing texture look all over it.
also, as S.S.Heirpie wrote previously, the tank not able to be repaired, but even when i went around the tank to try and blow the AT gun, i still got exploded. i know you have the objectives layed out as blow the gun 1st, then escort the tank, but on servers as you know, people don’t always listen or do what’s needed, good examples are “please let’s just get the tug to the end 1st and not screw around with anything else for now” or “don’t go out the back door!!!” or even “why are you wasting time planting mines at the barriers when you could be repairing the tank!!” and so on… so i can see engy’s fixing the tank and moving it as far as it can go early in the match before the AT is destroyed… and if that happens in the 1st 5 minutes of the game, then the allies have lost for shure.
maybe if the tank couldn’t be repaired until the AT gun was destroyed would help… but then that would defeat the purpose of having allied team members blown up when they got to the tank… ( which was hilarious… i did it a few times just for a kick =)
but it’s a nice looking map. just the 2 things i noticed…
I’m sorry this map should be pre Alpha,
I don’t normally bitch about any maps - your’s are nomally very good - but beta 1944 forest is not up to your normal high standard !
Hi Kommando.
I just tried to email you with a heap of comments/ffedback/suggestions/etc… but I recived a response saying that you mailbox is over the limit. The email was about 1Mb so can you empty the trash and let me know.
:moo:
Here are 2 ideas for your map:
make it so that that allies can get thru the brush at there spawn so there are 2 ways in to the gun, I see you have a covert op door there already, which cant be opened anyways.
Is it possiable to have the gun shoot when the allies get to the bridge area instead of a patch of land that they cant even touch…man what a big explosion!!
at that bridge it seem to be a bottle neck!!! no way to get to the gun…
i think it’s great that you’re working on a three map campaign. I look forward to when all three are finished and made into their own campaign
The bases of the map looks really good, just a shame there are still a few playability issues to be ironed out!
Which comes first, the tank or the AT gun? as said previously, its difficult (but not impossible) to sneek past the tank to blow the AT gun, once the tank has got within range of the gun, took me a few attempts to reach the gun, just doing a walk through of the map on my computer.
The Co-Op short cut from the spawn.
The foliage being solid, i feel as though you should be able to run through them aswell as using them for cover, instead they just seem to restrict movement around the map.
.
Is this map being run as part of the map cycle on the shit-storm servers?
Or are you still testing it in private?
.
Your mailbox is still full Kommando :banghead:
Maybe you can PM me with an alternative email address so that I can send you my feedback. I have included a lot of suggestions such as making the AA Gun only fire when an Axis player is manning it, setting up auto spawn points, etc…
i believe it’s behind of or across from the allies spawn… there’s a wolf logo on a sign with foilage behind it. if you walk up to the right of the sign, you’ll get an axis only door icon… as axis, you can actually move that piece of foilage about a milimeter.
also, on the buildable tower by the at gun, the ladder is mssing a texture.
The map looks pretty nice, nice foilage. But has too many faults. Just wondering if the maker have tried it himself at all?
Its nice when you throw grenades in the air and they just disapear. Believe I have eaten to much spinache!!
My mailbox is cleared out, beta2 to be released in 24 hours.
Axis must man the AT gun for it to fire. CV ops path is fixed. missing textures are fixed. Truck model adjusted.
Where are grenades disappearing?
How should I skin the jagdpanther with the snow skin? I tried remapshader in the script, with weird results.
Thanx for all help.
:chef:
You might have fixed some of these, others you might not have:
Just my 2 cents
http://alenet.mine.nu/files/kommando_forest.rar
This file includes 15 screenshots of things ive found during my 5 minute run through of the map!
In reference to Drakir’s screenshots, if you look at the last one, not only does it show and edge that disappears into the void, but having your name come up in the in-game compass, as part of the command map, IMO is extremely poor form. This is a case, where the additional command map ornaments do get in the way of game play.
What I have to report can only be shown in motion. And to think, I thought disappearing grenades were the only grenade-related problem. Let’s just say there are plenty of invisible brushes. I shot many above the horizon with the tank’s gun, and…well…
Demo here:
http://www.kevinski.com/grenade.dm_83
All I can say is :huh: