1944_overlord_test


(kommando) #1

New beta map up
screens & info:
http://i.domaindlx.com/kommando/overlord.htm

Please note that this map is completely different from earlier versions of the 1944_overlord releases. I am looking for any comments on gameplay ideas (for example should the allies have direct access to the tank bay & transmitter from the beach?), as well as texture errors etc.

I’ll leave this version up for about a week before it goes final.

ENJOY! :chef:

kommando2000@hotmail.com

download link:

http://www.pcgamemods.com/8271/


(kommando) #2

First major bug has been reported:
If the Transmitter tower is destroyed then rebuilt, the tower trigger for the documents doesn’t re-appear.

This is a simple script error that I have fixed. A few texture errors have been reported as well.

Is there any gameplay ideas anyone has for the map?

I’m going to add a few more details, an updated script, and landmine areas with the next release, should be within 24 hours.

Thankx :chef:


(thore) #3

ahaaaaaa, NOW there are some pics :smiley:
dl-ing it right now and having a look…

[edit]

oookay. no… i doubt this map should be final in a week :eek2:

here’s the result of my little run-through…

  • - allies can trickjump the beach wall and get access to MG position:

    - z-fighting at axis cp (wall between cp and antenna)
    - unable to pass axis cp door as a spec without crouching
    - generally a phenomenon i’d like to desscribe as “vis-popping” when flying as a spec though the level up high
    - axis docs 2 roof allows access to the map border (crouch)
    - axis library rear door allows roof & fence passage
    - z-fightin at allied transmitter construction site
    - you called it alllied transmitter :stuck_out_tongue:
    - way too much roof access in general.

while i love to let players go where they want to and prefer not having them stick to the
ground permanently, i really do believe a lot of your roof access is not intended. there are
many roofs that you can walk on. even those fences at the wall (see beach mg
trickjump) can be walked withouth a single trigger hurt.

the overall appearence has greatly improved since 1944_beach… but no, it’s nowhere
near final yet. please keep improving as this map has some potential if it’s made with a
little more love :smiley:


(kommando) #4

Thankx for the awesome critique,

keep em coming, I got a lot of love to give for this map :chef:


(kommando) #5

New test version is up, fixed all the known bugs.
download
http://pcgamemods.com/8314/

Thanks to all testers! :chef:


(kommando) #6

new version is up 1944_overlord_t3
http://www.pcgamemods.com/8337/

Fixed command map
Added landmine zones
Added a few more details

Questions to consider while testing this map:
Should there be another route through the library?
Should there be a route from the beach directly to the transmitter?
Are there any other areas that would be good landmine zones?
Any other errors that need to be fixed?

A major issue that I could use help from other mappers on is the axis command post:
It seems that though its constructible class is set at 2 it is only dynomitable, anyone know what may cause this? It really has me frustrated.

Other than these issues the map appears ready to be final.
Thankx to all beta testers!

Enjoy! :chef:


(kommando) #7

Final is version is set to go:

Added more landmine zones
Library details
Alternate allied spawn at the beach
& Fixed script errors (documents)

As far as the axis command post goes I have no Idea :???:

I would really appreciate some feedback before I go final.

Otherwise I will release the final in 24-48 hours (I want to get started on testing my newest level, 1944_seigfried).

Thankx to all beta testers! :chef: