CptTris… you better cough up a beta 3 soon, or these people will come knocking on your door. 
Base Race 3
we play on our server that map since the first version
it seems than sometimes our servers getting crashed and some lag too
but now with the 2.60 patch we have not encounter that problem
we can not wait to have your new version:it is a very different map s concept than usually we play on this game
macbeth :http://www.et-mcbeth.com

And the Oscar for most innovative gametype goes to… CptnTriscuit for his map baserace!!!

The 2.60 patch fixed the mysterious sometimes occuring beta2 server crashes? Nice - doing nothing pays off again!
Oh and there has been a delay with beta3 (guards self in anticipation of violent outbursts) But the good news is now I’m back to work on it.
http://www.planetwolfenstein.com/battlefield
And hey, did anyone else see that there is a baserace tournament league? I just found out about it this evening I cant stop ‘teeheeing’. ^^
http://et.sta-league.org/
yeah, the STA league is great and you couldnt ask for a more perfect map for competition! both sides have the same exact objectives to accomplish so its all entirely up to the teams!!
cant wait for version 3
I love the map, the only problem is, that the lag is near unbearable. It’s ridiculous when I play on a 64-player server (specifically WhosGaming). I’m really not sure if it’s because of the graphics card, CPU, or net connection. It gets real frustrating. How many hint/areaportal optimizations are there in the map? I think you should spend some time optimizing the map so it’s more playable. Even if it reduces lag just a little. I appreciate your work, and love baserace/grave robbery. BTW, grave robbery isn’t laggy at all. If it was a network problem I’d think both would lag. If you could figure out how to make this map lag-free that would be total pwnage. I don’t think its a GPU problem either though, because I have a GeForce 6800 (very fast OpenGL card). I’m really not sure what it is. What I do know is that there are a lot of open maps lag, and don’t know if that’s fixable or not. It’s probably not your fault but I was wondering if there was anything that could be done about it. A quick look at r_speeds may tell you the problem. What you want is so that the visible polys = number of rendered polys, so no extra invisible polys are rendered, wasting processing time. Maybe controlling the rendering distance would help (i.e. fog but not fog)? I’d rather have reduced viewing distance than serious lag. I don’t know if ET is smart enough to cull the distance not being rendered. If not, it won’t help.
Also, I notice if I jump under the “far” construction materials (the tunnel below it), it says I’m near the objective when I’m actually on the level below it. I think that’s because the trigger entity spills into the bottom floor. Again, keep up the good work. I know it ain’t easy.
it has to be your connection and the server your playing on, 64 player servers are just plain stupid and thats why there is lag! get on a smaller server and see how it goes? i play a lot of baserace servers and some are laggy and others are perfect so its not the map! my fps is set at 90 and it never dips down.
Omega which version do you mean? There is a fairly large difference in complexity between beta1b and beta2 - 99% of performance complaints I have gotten stem from beta2 (though I’ve been told the latest patch has squeltched the problem (?)).
I know the tris-counts on either version are way below the officials. The largest tris-count ‘jump’ is the church ruins in beta2, which does have a much higher count than beta1b. It should be much smaller, but becuase I was sort of swinging blind with the random terrain thing it is far from optimized.
Good news is the next version has super-clean brushwork and thus far runs way better than beta2.
Its almost done BTW 
Its almost done BTW
give me, give me, give me!
I have experienced the lag omega talks about. Its the b1b version. And the lag is extremely bad on that server and on others when there are 40+ people. My lag-o-meter is all yellow because the snapshots get suppressed by the server in order to stay under the maxrates.
Anyway one idea how you could try to reduce it, would be to split the map into two parts so that VIS is blocked by caulk and not just at a certain range. The server still has to do hitscans for bullet impacts, mine spotting and artillery.
Also I just thought about all the tombstones you have in b1b. They may also contribute since the server needs to send their status across to the clients, thus increasing the bandwidth usage. So keep the network transmitted models down.
[ul][li]Automatic landmine planting (with land mine sentry) seems to cause lag, esp. on larger servers with lots of action and/or servers with higher landmine limit (when engis plant additional landmines too). The object count of the map seems to push ET to the edge.
[/li][li]Add. I would add nopicmip to shaders used for icons (drop points for boxes resp. icons on buildings).
[/li][li]Since the entire map is flat you can spot mines in the enemy base from your own base.
[/li][li]Some lights in the tunnels have the “shader of death” (black/yellow). But maybe this is caused by another map.
[/li][li]Wall jump is active even if there are no walls …
[/li][li]You can’t “rescue” the first box (at the gate). When you kill the carrier of this box and run over the box - it returns to the gate and does not vanish. You could also leave the box at the gate untouched - the enemy can’t do anything about it.
[/li][li]When the outpost for the resp. team is built Allies spawn automatically there, but Axis don’t.
[/li][/ul]
Some suggestions (don’t know if it came up before):[ul][li]Make walls destroyable: level 1 by satchels, level 2 by dyno, level 3 and higher not destroyable. This would lead to a more “open” game since walls are finished later.
[/li][li]Place the first 2 boxes closer to the center of the map, so that only one team (the faster) has the advantage of a “free” box. And it gives some instant action in the center of the map.
[/li][/ul]
(PS: I always refer to base race version beta 3a)