Beta Release: Ponza Isle


(neotic) #1

http://www.planetquake.com/bkp/neotic/isle_beta.pk3

The Axis are attempting to create an isle outpost to facilitate their missions in the south. To prevent this the Allies have to destroy the Axis Helipad to cease incoming personnel and equipment. To do this the Allies will have to reach the summit of the Axis controlled hill.

Axis Objective 1 “Primary Objective: Defend the the Helipad from the Allies!”
Axis Objective 2 “Capture Aqueduct House for Forward Positioning!”
Axis Objective 3 “Keep the Aqueduct blown to prevent the Allied advance!”
Axis Objective 4 “Keep the Bridge blown to prevent the Allied advance!”
Axis Objective 5 “Prevent the destruction of the Well Gate to prevent Allied access!”

Allied Objective 1 “Primary Objective: Destroy the Axis Helipad to prevent the creation of their isle Outpost!”
Allied Objective 2 “Capture Aqueduct House for Forward Positioning!”
Allied Objective 3 “Repair and protect the Aqueduct to aid your advance to the Axis Helipad!”
Allied Objective 4 “Repair and protect the Bridge to aid your advance to the Axis Helipad!”
Allied Objective 5 “Destroy the Axis Well Gate to gain further access to the Axis summit!”




Comments needed!


(the_last_unicorn) #2

Very good looking map IMO,although there seem to be a few textures missing (palm_leaves2, palm_bark2, leaf1).
BTW, i’ve put this one on my custom map server @ 81.169.158.90:27960


(neotic) #3

seems to be more of a problem than that, textures/models only of coarse… im right on it though… couldn’t see it till now


(neotic) #4

shit, new pk3 up: bsp is the same I just packed some more model/textures in. It seems I should not post pk3’s drunk :smiley: :beer:


(G0-Gerbil) #5

\Downloaded it and had a look.
It does look rather nice, and I can see you’ve spent a great deal of effort on it (eg the 2 layer water shaders).

Sad to sy though, my fears about framerates were justified - I regularly get 50-60 fps, which is worst case scenario on the officials (barring the god-awful radar in zoomed mode). And since this covers the whole island, on a full server with arty spam and god-knows what else going on, it looks like people will be low 30’s etc pretty much constantly :frowning:

Oh well, nothing you can do about that, it’s basically a problem with the open design, but I can’t fault your enthusiasm or effort, maybe next time just create a map that can be VIS-ed a bit better…


(Drakir) #6

Map looks nice!
Havent had a chance yet to play it online. First impression was that is seems kinda rushed in some places. The water just ending looks odd, also the winding stairs are at some places very hard to climb. Also some overuse of the same texture, booth on the walls, ceilings and floors in some rooms…


(Mjolnyr) #7

This map provides a kind of fun that seldom seen in other maps: height. I do appreciate the unique atmosphere.

About the playability… haven’t approved it via actual gameplay. At my first impression, the water path is too long. Since only grenades and knives can be used underwater, such a long swimming path could be a bit sloppy. I think, something like the humid caves that existed in Oasis could be more fun?


(neotic) #8

I know its not perfect, was mostly a learning experience for me. Expect better in the future.


(SiliconSlick) #9

Minor note… see:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3843

and fix (remove) these:

isle_beta.pk3 - File models/mapobjects/plants_sd/grass_dry3.tga of size 262188 in isle_beta.pk3 is in conflict with pak0.pk3
isle_beta.pk3 - 262188 04-30-03 00:58 models/mapobjects/plants_sd/grass_dry3.tga
isle_beta.pk3 - FILES HAVE DIFFERENT MODIFICATION DATE - 09-19-03/11:39 vs. 04-30-03/00:58
isle_beta.pk3 - INCLUDES CAMPAIGN SCRIPTS (forcing download)
isle_beta.pk3 - 513 01-31-04 10:27 scripts/isle_beta.campaign

SiliconSlick


(Irrelevant) #10

You used my helipad idea! Teh w00t! :banana:

I like it. Haven’t played it in MP yet, but it looks nice.

However, there are a few problems.
As mentioned before, some of the stairs are too steep to climb in places. There are also some gaps in some of them. The water route is indeed too long IMO, and the water stopping dead is just weird. As is the large building stopping dead.

You can also see the bottom of the sky shader quite often.

You might want to put in some global fog to hide the edge of the water, and it might also relieve framerates a bit.