Base12 beta2


(TF) #1

Hi again :smiley: Its beta2 now
Its small one of those “blow your way where you want to get” type of maps

Changes:

  • Fixed some lighting
  • Fixed the health and ammo icon on the command map(was in the wrong place before)
  • Added side entrance
  • The trailer where the prototype rocket is located explodes with the rocket now

Download:
http://new-etmaps.de/maps/base12_b2.rar

screenshots:


objective:
Allied

  1. “Destroy the base gate.”
  2. “Destroy the side entrance.”
  3. “Capture the forward bunker.”
  4. “Destroy the bunker main door.”
  5. “Destroy the protoype rocket.”

Axis

  1. “Defend the base gate.”
  2. “Defend the side entrace.”
  3. “Defend the forward bunker.”
  4. “Defend the bunker main door.”
  5. “Defend the protoype rocket.”

(kamikazee) #2

Well, the lighting looks still quite flat. Whilst it’s good that the map is at least clear and not in complete darkness, no casted shadows seems too much of the opposite.

Allso: have the axis only to defend things or are there any constructable objectives for them? :???:
I’m quite busy atm, so I can’t test this one out tonight.


(TF) #3

Well, the lighting looks still quite flat. Whilst it’s good that the map is at least clear and not in complete darkness, no casted shadows seems too much of the opposite.

Im not gonna comment my lighting part :bash: there is still a lot for me to learn about that…

Allso: have the axis only to defend things or are there any constructable objectives for them? :???:
I’m quite busy atm, so I can’t test this one out tonight.
Yes :bump:


(iwound) #4

I played the last version and liked it, only small but a big feel and hard too beat axis, which i like. personnally i’d like it too go further, after blown obj, move on and do more.But i’m wierd! so your best ignoring me. :weird:


(FireFly) #5

I’ve played the map (the previous version) a few times on the Juhu or the warhammer server (can’t remember wich one).
I noticed that Allies had a very , very hard time trying to enter the base after they had blown the main gate. The new side entrance you created should take care of that problem.

Because allies had a hard time entering the base I also noticed that most allied players (me included) changed to cvops class for sniping: However there are only a few good spots for sniping.Perhaps you can make this building abit higher so snipers & Fieldops can have a better view inside of the base…


(TF) #6

Not a bad idea :stuck_out_tongue: Im not sure how easy its to enter the base now exactly so im gonna keep this idea in reserve right now. If its still hard then im gonna use it


(SPU9) #7

wow, looks nice.

i played the map alone on my server…tested it and thought a bit about some more ways and possibilities:

@ end i will post my ideas with some screens…so its easier to understand (cauz my english sucks…)

okey

  1. 3 dynamites are a lot… so i thought if theres an other chance… i thought about a doorcontrol for the second dynamite (which blows the way up to the rocked…) like in adlernest the doorcontrol for the big door near the radiostation. possibility imo a doorcontrol for the second dynawall near the first axisspawn/flag. i dont know if its possible: allies blowed up the first wall and rushed to the flag… if they capture the flag they have to hold the flag for 20 seconds…if they reached the 20 seconds the axis can`t recapture the flag… and the allies will spawn there and can press the doorcontrol to open the way to the prototyp… but i dont know if thats a good option…

  2. in the first area…there is a need of ammo&health (see screens)

  3. the side entrance is good… but not good enough :wink: in my opinion it would be better if there is a second way…from side entrance first way to the basearea (like it is now) and a second way to the prototyp (look screen) it would be possible that the axis can build a destroyable door for the allies…so axis can build the door…and if the allies blowed up the side…they can go with a covert op and satchel the secondway door and rush to the prototyp… and on the screens you can see some possibilities for the exit of this second way …

  4. on the last stage…in the prototyp-area…theres a need of a ammo&healt too (my thoughts…)

okey hope you understand… and maybe we can push the map into the et competition (cauz i host the #et-cup www.et-cup.net ) :wink: like we`ve done it with adlernest…

here the screens:

  1. overview of the new sideentrance-way:
    http://home.arcor.de/et-cup/cmdway.jpg

  2. 2 options for a ammo/healt in the first-stage:
    http://home.arcor.de/et-cup/3.jpg
    or
    http://home.arcor.de/et-cup/1.jpg


(mccreary) #8

Hey man, I really like your map.

I’m the map selector for the world pie league, I search out new maps and take a look at them to see if they are worthy of a try for a league play. I would REALLY like to try out this map, and I’ve been waiting for each new release since late alpha. A few of the changes I would have suggested you made, which has only made me happier. As it is, I probably would not be running your map for our league, simply because there is only 1 way into the 3rd portion of the map. I do not include the axis team door, because it open into their upper spawn, whose location iis something else I would hold against you map, if you will.

Anyhow, I’ll briefly list the changes I think would make your map more competition worthy. Do not think that I’m trying to take over your mapping though, I’m just suggesting, and you have ultimate control, (especially since I can’t map, lol) and I respect that. However, if you wish to make the map “your way” perse, you could also make changes and release a competition version a la venice.

  1. I think the MG at the start is too far back, I wouldn’t move it as far forward as the ammo hut, but I think it is too far back to be of any real use.
  2. The side entrance needs to be bigger, I think that if the grates are destroyed, that would be an about right for size, and I feel the exit should be a little bit further back into the main courtyard, behind the pavillion so that the axis camping main can’t simply turn and cut you down, the pavillion will add some shielding.
  3. The courtyard needs a few scattered boxes, maybe 3 or 4 small stacks.
  4. Where the axis team door is above the main entrance should be open for, and of similar width to the side entrance.
  5. The axis spawn that was above there should move into a new area behind the truck in the courtyard with the rocket, and they should drop down into it. So, I was thinking extend the area behind the truck back, making the room about 2x the size it is now, and have the axis drop down into it. However, now you have only 1 way out of axis spawn, I propose a short little L shaped tunnel from the back of the big room to where the last stack of pallets are in the courtyard.
  6. Since the axis spawn has moved, I suggest that where they had their spawn, be a two way CP, and if the allies build it, they can spawn there.
  7. The tunnels leading into the rocket area are death traps, they need to be a little wider, and set a little further apart.
  8. Adding a verticle dimension to the rocket courtyard would be good, so I suggest connecting the current axis upper spawn (which is my cp area suggestion) to a platform that is on the north and west sides of the rocket courtyard, with a ladder near the rocket, so that the axis have access to it as well.
  9. Alot of your steps are too steep I think, the metal ones near the flag feel about right to me, if the rest of your steps were of the same slope, that would be best.

I hope all of those make sense. And beleive me, I spent a little time thinking of things to change. Anyhow, I really hope you take these ideas as just those, ideas. I’m not a very creative person, your map inspired me to think of these changes, and I’m not trying to have you make the map that I want. (not that I’d be opposed to that :smiley: )

Anyhow, I eagerly await your next release.


(nedd3h) #9

I agee, this map has real comp potential. It’s on my server.
http://www.ned.theoldergamers.com/ned_et.htm


(SPU9) #10

plz go on with the map :wink:

some changes and we will test the map in the next #et-cup


(TF) #11

I will, i have worked on that too long to stop now :stuck_out_tongue: