Adlerhorst Beta released!


(Cambodunum) #21

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

damn :frowning: … cuz your terrain is very nice (hope i can create those as well)


(IndyJones) #22

if anyone is looking for servers with this map, check SplatterLadder:
http://et.splatterladder.com/?mod=serverlist&mapname=adlerhorst_b


(-SSF-Sage) #23

When you convert the tgas to jpgs, and maybe even reduce the size of them, you will be probably get totally rid of the hunk megs problem…


(pazur) #24

Yesterday I ran a test to open the balcony, but as expected the place has a problem with vis blocking of the terrain. See screenshot:

I don’t want to move the vis blocking sky brushes as there is a place with about 40K r_speeds already that concerns me a little bit (try to guess where it is :smiley: - it’s even visible on this screenshot).


(Pegazus) #25

Hmm, maybe it would be best if the balcony would stay closed :slight_smile: cauze a 40k tris count wont make my old PC happy ^^


(Magic) #26

You could make more floors on the top building and make a balcony nearer to the ground,
and make an alternativ escape route from it - jump in a big water tank or something - a fast way down.


(TNR360) #27

I found if you open a jpg in paint (thats right the crappy MS paint that comes with windows) and hit save it reduces the file size by about 70% with no notable loss of quality in game xD


(pazur) #28

Wow… MS Paint has JPG support :smiley: ? Will try to optimize best as possible.


(IndyJones) #29

yeah, but NEVER EVER save jpg in paint… :slight_smile:
like i said before, reduce size to 256x256 MAX, jpg (unless it’s a texture with alpha channel). people will play it on lowest settings anyway… or you can force them to have better quality by using surfaceparm nopicmip :stuck_out_tongue:


(TNR360) #30

[QUOTE=IndyJones;179499]yeah, but NEVER EVER save jpg in paint… :slight_smile:
like i said before, reduce size to 256x256 MAX, jpg (unless it’s a texture with alpha channel). people will play it on lowest settings anyway… or you can force them to have better quality by using surfaceparm nopicmip :P[/QUOTE]

saving in paint reduces jpg file size, without notable in game quality reduction though


(murka) #31

You could do the same in photoshop and slide the slider all the way to 0 and the quality will be as ugly as paint’s(not saying its too ugly to be used).


(Sunny) #32

Hello,
wa have the Adlerhorst Beta in our mapcycle for about 5 days and most people like it. But i think it would be very usefull to get the filesize smaller…
But it would be very good, if you could open the balcony, because you ran into the tower the first time, because you expect a nice view from tower…and you see it is not possible…very sad. I understand your problem with the vis blocking, but give your best to find a way to open the balcony.
Here you find the map (in mapcycle): 85.131.243.95:27960 |BS|BlackSheepTeam
Greets
Sunny


(IndyJones) #33

the new file size is 17 mb :slight_smile: wait for a new version :slight_smile:


(pazur) #34

Yea… about 17-18MB. I’m trying to make the map also easier for allies. Added a sewer escape path and opened the roof at the gate so you can run into the building, hide, climb up and then continue by jumping from the roof on the hills left and right.

Also found another bug:

The tank hangs in the barrier… I think I need to add an accum that gets checked before the barrier becomes visible.


(Bricktop) #35

First of all, I like the map a lot, very interesting terrain and some nice details. Good work!

After testing it, I immediately put it in our rotation (www.etfun.de, a 50 player Jaymod server), and so far feedback from the players is mostly positive. However, there are some issues:

Contruction materials don’t disappear after building A) Bridge and B) Tank Barrier

If I read that correctly, you already fixed that. Still, maybe it’s useful for you or someone else: I patched it like this:

For bridge_n:

        trigger setup
        {
                setstate alliedconstruct_n_materials2 default   // Crate Models
                setstate bridge_n_clip default                  // Clip brushes
                setstate alliedconstruct_n_flag2 default
                [...]
        }

        built final
        {
                setstate alliedconstruct_n_materials2 invisible // Crate Models
                setstate bridge_n_clip invisible        // Clip brushes
                setstate alliedconstruct_n_flag2 invisible
                [...]
        }
// And deleted a second occurence (early version?) of bridge_n in the mapscript

For the barrier1:


        trigger setup
        {
                setstate barrier1_materials2 default
                setstate barrier1_materials_clip2 default
                setstate barrier1_flag2 default
                [...]
        }

        built final
        {
                setstate barrier1_materials2 invisible
                setstate barrier1_materials_clip2 invisible
                setstate barrier1_flag2 invisible
                [...]
        }

Another small bug I noticed was that the Axis house MG42 doesn’t have an intermediate construction state (ghosted outlines) when being built:


[...]
        buildstart final
        {
                setstate axisconstruct_house_mg42_mg42 underconstruction
        }
[...]

does the trick on that one.

Then, gameplay:

I personally think the map isn’t too hard for allies - in theory. If Allies attack wholeheartedly and don’t camp, the map should be pretty balanced.
However in practice, on pubs you often have “less skilled players”, to say the least. They stay back and somehow think that bridge is gonna build itself.
So in the last few days on our server I witnessed a couple games where the tank always got stuck in nearly the same position: After the bridge, before the barrier. From there, Axis have a really short route to the barrier and the tank, because they spawn at the Destroyed Hut. Allies however, spawning at the Hut, only have the choice between the long (front) and even longer (back) route. This ended in this bottleneck being a pure sniper hell for allies.

So as a temporary solution I added a secondary allied spawn to the mapscript: Just in front of the bridge, available if the CP is built.

But there’s still another problem: In the area around the bridge and barrier, there’s way to few cover / defilade for allies. The terrain is so open, that even strong medics are sitting ducks for snipers. Some greenery, debris, large boulders, etc… would really help there.

Ok, that’s it for tonight, really gotta get some sleep :slight_smile:

Looking forward to see the map being improved further!


(pazur) #36

Excellent feedback Bricktop!!! Thanks a lot!

Crates are fixed by now … on my “work in progress” (on the way to final) version :slight_smile: The spawn and cover issue is very interesting. Will try to do something about it.


(pazur) #37

Here are some improvements for the next version:

Assault ramp: Construction boxes will show for allies once gate is destroyed. This will allow allies to have a second way through the gate. I found out that the gate is quite a difficult bottleneck.

More cover. Should make it easier for allies to advance…

Sewer escape path: Hatch can only be blown by using dyno from the upper side.


(Bricktop) #38

Nice! Can’t wait to see these changes in action :slight_smile:

In case you’re interested, in this thread I documented the changes I made to the map on our server (only through mapscripting, so my options were somewhat limited):
http://www.etfun.de/forum/viewtopic.php?t=700


(pazur) #39

Bricktop. I added the extra line for the MG42:


axisconstruct_house_mg42
{
	spawn
	{
		wait 50
		trigger self setup
		constructible_class 2
	}

	trigger setup
	{
		setstate axisconstruct_house_mg42_materials default
		setstate axisconstruct_house_mg42_clip default
		setstate axisconstruct_house_mg42_flag default

		setstate axisconstruct_house_mg42_mg42 invisible
		repairmg42 axisconstruct_house_mg42_mg42
	}

	built final
	{
		setstate axisconstruct_house_mg42_mg42 underconstruction

		setstate axisconstruct_house_mg42_materials invisible
		setstate axisconstruct_house_mg42_clip invisible
		setstate axisconstruct_house_mg42_flag invisible

		setstate axisconstruct_house_mg42_mg42 default

		wm_announce "Axis have built the MG42 at the Gate!"
	}

	decayed final
	{
		trigger self setup
	}

	death
	{
		trigger self setup
		wm_announce "Allies have destroyed the MG42 at the Gate!"
	}
}

… but I don’t see the construction state… did I something wrong or is this jaymod-specific?


(Bricktop) #40

Nothing Jaymod specific as far as I know.

But you pasted the line in the wrong fucntion :slight_smile:

The underconstruction state needs to be set in the buildstart function, not buillt:

        buildstart final
        {
                setstate axisconstruct_house_mg42_mg42 underconstruction
        }