That architecture is wonderful. If the gameplay is as well done as your brushwork then everyone could be in for a great time with such a map. Keep it the good work!
Alpha shot: Ponza Isle
Looks nice! There’s a bit of repeating texture on that strange lump of rock in the background here, which you could break up with a creeper up the side or something. What is that, anyway? If it’s a building, it’s got a rather strange roof.
Now that you’ve pointed that out, I see what you mean…
Mmm… Myst…
Damn. I’m going to have to play this one specially now.
(Don’t worry, I would have wanted to anyway, from the look of those screens.)
That radar is indeed out of place, IMO. If it’s just a dynomite objective, you could replace it with something more fitting to the location.
How about saying that the pillar it’s on is a helipad? The rest of the island is pretty bumpy, so that’s a reasonable excuse. Axis could have expanded the top with metal plates and scafholding or something, and the Allies could be trying to demolish it.
PS: Nobody point out that they didn’t have helicopters in WW2, or something else about ‘realism’ like that.
Yeah they did in the sand-heli map thread. If I recall correctly they did exist, but only in prototype form.
BTW, am I the only one thinking ‘crap framerate’ here?
Can you tell us your computer setup and framerates? I think the command is
/cg_drawfps 1
although I can’t swear to it.
It looks nice (although thematically inconsistant), but it’s large open area, with high detail. Looks like a chugger to me 
While some maps can be fixed with tweaking and hinting (eg transmitter, which runs ok now), this has no chance of using any of these tweaks because of it’s layout. Meaning if it runs slow now, you don’t really have any way of improving it apart from taking out lots and lots of detail. Which is unfortunate given most people will look at this map and think ‘needs more cover’. Cover = detail 
Thanx for defending the helicopter lovers Gerbil! 
Here is a page of helicopter used same time the WWII was on:
http://www.chicagocentennialofflight.org/aircraft_sikorskyr4.htm
The map looks awesome BTW. Orginal and fresh idea in ET!
Thanks for the helipad idea, I think I might have to use that instead. As far as framerates… the buildings are not very complicated, details are used everywhere possible… I have removed lots of terrain that is unseen and as of the moment I’m not expeirence any sluggish performance without a vis on my old box. I know it will perform different in game but I can’t for see it running badly, however I will do some testing.
Keep the ideas coming… still chugging away at scripting (my second script ever, first in ET) so I hope I don’t disappoint. Thanks again guys.
Oh and about the building in the back… its a strange roof because its all rubble 
Well, if you do what I suggest, post pics with the framerate showing, and list your specs, it’ll give us something to compare against and can either advise you to help speed it up, or stop whining 
BTW when I said detail, I didn’t mean ‘detail / structural’, I’m simply talking about the sheer number of polygons being thrown around in a given frame. The problem with this map is using structural won’t help much.
As a rough example, on a map this open, expect framerates to half with say 14 people on a server all spazzing around. This of course is only the merest rule of thumb, and it’s intentionally pessimistic, because it’s always better to over-estimate problems than under-estimate them 
I will get to the FPS screens next, just finished a stint with the command map. Tell me what you think and what I could add or improve.

I like it, simple and clean maybe a tiny more detail for eye candy but it does its job okay atm
Hey guys the maps almost done, this is my first well… pretty much successful script and it looks pretty good. Bridge and aqueduct are fixable, well gates and helipad are blowable… checkpoint works… just need to figure out why the helipad doesnt end the game and the command map has these grids all over it… any ideas on that one?

hmm that could loko quite good if there wasnt as many grids on it but still one or two on it… ummm can’t actually help with your problem tho sorry lol
Post script and we can have alook at it.
The command map problem is new to me, cant help, sorry.
// Loffy
Fixed the helipad, lol. That was just a result of me being tired. I forgot to change the number of the objective from the last that I copied and pasted. Ill update more in a bit… or tomorrow =x
Nice, keep it this way, now you can cleary see stuff instead of putting your face on the screen and telling yourself: Where the f*ck am i?
Command maps usually go like this if the map coords are wrong, or worse (but easier to solve) if you’ve put them in the wrong way around.
Try swapping your min values and max values around to see if that clears it up.
after searching this forum, i have reached the notion that noone has posted a thread on how to actually run the in-game speaker editor, the editing manual only says commands within it. after simplying trying those commands in normal map testing variables it said i needed to run in speaker editor mode… so, how do i run the speaker editor?
Quote from the Level Designers Reference , found in Radiant, under “speaker editor”:
\editspeakers
This enables the edit mode for speakers. It automatically disables drawing of your HUD and weapon. You will get an overview of current number of speakers in the map (only those placed with \editSpeakers) and what keys your edit commands are bound to. Once in edit mode you can use the commands for creating, modifying and reverting. Executing \editSpeakers again will disable edit mode.
RTFM 
well shit… i guess i should start invoking a rule where i can’t do any mapping or posting any questions after 2 am hahaah
thanks.
I just took a run through and have a few thoughts:
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It looks terrific and seems like it would be a lot of fun to play (only played on my own so far )
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The gaps in the bridge and aquaduct are jumped with relative ease… it kind of defeats the purpose of having the constructables.
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The underwater entrance is a nice option but will be a real slog to fight in. Maybe a couple of above water level tunnels? Maybe a rising / falling kind of tunnel to allow swimming and running?
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I got stuck in this hole and had to /killl myself to get out.

That wraps it up… thanks for the map so far and keep it up, this seems very promising!