Adlerhorst Beta released!


(pazur) #1

After about two years of work and many adventures with my map (like a hard drive crash where the map survived in a backup) finally the day came to release it as beta!

Mirror #1: http://www.geocities.com/pazurmapping/adlerhorst_beta_rc3.zip
Mirror #2: http://home.arcor.de/piwowarczyk/pazur/adlerhorst_beta_rc3.zip
Mirror #3: http://returntocastlewolfenstein.filefront.com/file/Adlerhorst;92140
Mirror #4: http://www.wolfmap.de/details.php?file_id=2850

I’m especially interested in feedback regarding the gameplay. Is it too difficult for allies etc.? If you encounter any bugs feel free to post as well please!

Features:

  • Custom tank model (Sherman M4A3 – 100% fresh & hot)
  • Custom sky shader based on ydnars shaderlab skybox
  • New Textures (from BerneyBoys Texture-pack) & custom shaders
  • Normalmapped (bump-mapped) terrain with foliage (stones, grass)
  • Radiosity rendered lightmaps (8 stages)
  • Level of Detail (LOD) custom tree models

Credits:

Known issues:

  • Maximum 60 players (64 crashes etmain – not sure why)

(Magic) #2

Ahh - the screenshots from the map looks really great - good work Pazur.
Will have a look right away.


(Pegazus) #3

Just tested the map, it looks great, i like the variaty of new textures and models :slight_smile: Though i have one question is the tank back area suppouse to look like that?

It looks to me that the last part is kinda missing. Other ways it is cool and a good looking map, keep up the good work :wink:


(pazur) #4

I hoped nobody would notice… that it doesn’t have any axis on the rear wheel :slight_smile: I think I need to do something about it.


(isbowhten) #5

http://www.speedyshare.com/871531553.html
have a look at this picture … 3 screens and text to those 3 pictures and to 2 other issues.
map looks veeery nice !


(IndyJones) #6

just in case… this map is running on Magic server.

217.163.24.29:27960
password: test


(nUllSkillZ) #7

Haven’t tested the map yet.
Nor seen it.

Not sure if you are using detoenis Sherman:
http://detoeni.planetwolfenstein.gamespy.com/models.htm


(stealth6) #8

some points
-how can hitler sleep with that terrible sound of the lift 24/7 :smiley:
-you can’t get on the balcony of the house :(, would be a nice sniper spot obv…
-the back way takes ages, lots of stairs lol
-I like the openness of it tho, I can see it now snipers cover as teams cross the battle field, seems pretty cool
-pk3 size is quite big unfortunately


(pazur) #9

isbowhten, thanks for the feedback.

  1. overlapping - good catch, thanks
  2. fence texture - nopicmips doesn’t look good on it. Bilinear/Trilinear filtering eats the detail of it, I know. I think I need to live with it.
  3. elevator - it should go both ways from the bottom and the top. It takes quite long yes. I hope there is no bug in the script - I was glad it worked anyway :wink:
  4. MG in the yard - I think it needs to be like that, there is a key to define that though. I will try to tweak it.

nUllSkillZ, I made my own tank :smiley:

stealth6, that idea with the balcony popped up during alpha testing also. I think i will add a door there. It’s closed at the moment to improve VIS blocking.


(IndyJones) #10

the file size is ok. we don’t have so much dialup users, do we? :wink: you download file once and you have it…


(isbowhten) #11

i now figured out what the elevator’s problem is… you need a button inside, too!
cuase if i go into it when others go out ! then the elevator is waiting for pressing the button (he closes doors) but there is no button inside ^^


(pazur) #12

Yea I know. You need to wait unless someone else uses it or use a grenade to blow up yourself if you stay there :smiley: More or less intentional…


(stealth6) #13

in my country you have a bandwidth limit, mine is 10gb per month

and if ET crashes and u have to download it again…


(pazur) #14

I discovered a nasty bug in the lift script. a.) the light doesnt indicate if the lift works or not - at least not properly b.) after the elevator controls got destroyed a few times the lift stops to work :frowning:

I’m going to try to figure out why that happens but the lift script is already quite complicated. Let’s see…


(Cambodunum) #15

… nice to see a new objective-map

  • but you really need to reduce the size of the file (there are nearly 40 textures with a 700kb-1000kb size … you can downsize 'em to 300-400 kb with the right program - im using corel paint shop XII)
  • and you really need more details … the road looks a lil bit empty … less crannies and so on
  • the stairs up to the obj looks a lil bit boring … also too less details

… after all its a nice map and it will be beautiful if you spend some more time for details

greetz Cambo

(if you dont decrease the filesize … your map will be doomed like preatoria one … just my 2 cents)


(pazur) #16

I can easily convert non-transparent tga to jpg (80-90% quality setting or something like that). I think I will do that. That should save quite a lot of Megabytes.

At the moment I try to fix the issue with the lift. I found the problem with the green/red light, but suddenly I can’t reproduce the problem when the lift stopping to work… hmm…

BTW: More detail and the map blows up with a nice hunk_alloc error message :slight_smile:


(IndyJones) #17

if u want to reduce file size, just resize big textures to 50% of it’s original size. most people play on lowest details as possible anyway… :stuck_out_tongue: so it won’t really matter.


(pazur) #18

No way :smiley: … JPG yes, 50% quality loss no…


(Pegazus) #19

I found some more minor issues. :stuck_out_tongue:

After allies have built the bridge, the construction materials wont go away.

Just a minor mis alignement :wink:

In one of the nets when you press C and move to the net u will go inside it but when u release C you will get stuck.


(pazur) #20

Cool. Thanks Pegazus!

Yea, patches (and the net is one) don’t clip properly. I fixed the other stuff already (crates, brush) for adlerhorst_b1. :smiley: I’m working now on a sewer escape path for allies as it might be a little bit difficult to get out only through the gate (a good axis defense there will make it nearly impossible to win the game for allies).