Beta testers needed - Flak Cannon - beta 1


(evillair) #1

I’m releasing beta 1 of my map so I can get feedback to finish it off. There’s no .objdata or anything since the objectives don’t actualy work; no one can win by finishing the objectives that are there.

The map isn’t done, I still need to do alot of work on it but the overall start is done.

I’m looking for

  • Gameplay problems.
  • Team balancing issues.
  • Overall feal of the map.
  • Ideas for better gameplay possibilities.
  • Flow.
  • Suggestions.

Server Admins

Please email me if you put this map on rotation and turn off autodownload please.

For questions/Comments:
allaire.y@videotron.ca


I was going to do a close beta test but decided I’ll let you guys test it first. :slight_smile:

I have created an installer, to remove just delete the .pak file from your etmain folder.

Images (slightly outdated)
flakcannon-et-beta_v1 (6.2 Megs)

Edit:

Here’s the objectives as they stand for now:

Allies:
1- Capture the forward shack
2- Dynamite the main door
3- Dynamite the small wall
4- Destroy the flak cannon
5- Destroy the Ammo supply Gate
6- Destroy the Ammo Supply.

Axis:
1- Defend the forward shack
2- Defend the main door
3- defend the small wall
4- repair the flak cannon and keep it built
5- build the ammo supply gate
6- defend the ammo supply.

The main objectives will be:
Allies:
Destrot the flak cannon AND the ammo supply to win
Axis:
Keep the flak cannon built and defend the ammo supply

Both the flak cannon AND the ammo supply must be destroyed to win.
This isn’t done yet.

All models in the objectives are temp models.

Thanks, looking forward to your input.


(Thej) #2

OMG it looks amazing!

Very well done !!
Cant w8 to play it on a server :smiley:


(PM5K) #3

I’m confused, why would we put this map in rotation if the users can’t autodownload it ? I suppose so that only the people who come here and get it can try it ?

Anyhow I am going to take a look at it now, and I’ll be on the lookout for servers to try it out in.


(evillair) #4

Thanks alot. :slight_smile:

Forgot some files;
dumbass

Extract the ‘maps’ folder then add it to the original pk3 file. (winrar does this easily, just drag it into the folder while browsing the pk3.

I have updated the orginal file aswell. (aug 04 1:09am EST time)

Sorry.


(evillair) #5

I just don’t want it to be verywhere, then when I release the ‘final’ version everyone different files.

If server admins think this won’t happen, then allow downloads but if it’s mentioned somewhere it’s a beta and not a final release it’s okay.

The .pk3 is clearly marked beta so I doubt there will be much confusion. Just wanting to be safe.


(PM5K) #6

What exactly did you forget ?

I noticed there was a tree stump that seemed to be missing a texture.

Also there is a team door and I thought it would be interesting, it appeared to be a small room and I thought to myself: Cool, I bet it has ammo and health in it, then I walk to the side and see it’s wide open. Why is there a team door when you can walk right around the corner and walk in ? I think it would be a cool idea to have a team door with ammo and health inside.

I also noticed the windows are a little difficult to shoot out, you have to shoot them in certain places, but I suppose that’s just being picky…

I also get the feeling the map is a little darker than usual, eventhough most CW maps are dark…

Anyhow just my opinions after a few minutes in the map.

I am going to have a server up, however I’ll have to screw with my router to get it going, let me know if anyone has issues connecting.


(evillair) #7

-I forgot to include the lightmaps. I added a tmp .objdata while I was at it.

-really? Thos are stock models/textures

-Which team door?
The one near the shack is there to allow axis to go to the flak cannon when the game starts and allow the allies (covopts) to get in. I would like it to switch to a normal door once the main door is blown away but I’m not sure if I can do that.
The other team doors near the ammo supply is there once axis builds the ammo supply gate. Build the gate when axis and then you’ll see why it’s there.
I’ll recheck afterwards if you can point me to the correct door you are talking about.

  • I know, the window shader doesn’t have any impact (it explodes when you hit the frame), I need to make a new one with the correct surface parms.
    You’ll also notice that the dynamite can go through the gate, I made the gate so you can shoot through it but now the dynos go through too. I’ll need to find how SD did that for their gates. :\

Thanks for the comments…

what’s the ip of your server?

I should of named my bsp ‘beta1’ not only the pk3. :
Does it show I don’t make many maps? hehe


(PM5K) #8

I figured that door was there for a reason but I wasn’t sure. There are an awful lot of team doors, maybe too many… It’s hard to say since I haven’t actually “played” it.

Yes near the cannon there are at least two stumps that appear to be missing a texture on the top, it looks black and orange.

The ip address is 67.11.187.71, however it may give you some trouble, if so I’ll have to change some settings on my router.

The map did appear to look a bit better in terms of light the second time I played it, I suppose something was missing as you said.

By the way, if you’ve seen my map you’ll know about not making many maps, yours is fucking perfect compared to mine.


(evillair) #9

I’m aware of the many team doors, I’m still trying to set them up correctly. I’ve changed them many times. I’ll wait till people play it and see what they have to say, maybe they’ll have some suggestions.

I tried connecting to your server but it said I was missing 6 pk3’s and you had autodownload off. :slight_smile:

That’s odd about the stumps, I didn’t make it, it’s a ET model/skin. :???:


(PM5K) #10

I’m not sure what it wants you to download but I’ll turn it on… I have too many .pk3 files in my main directory, I know one is the map I did but there is a ton of other crap so I’ll check that out now…


(Mlehliw) #11

Wow that is very nice. After a quick run through your map I noticed the cargo nets above your axis constructible mg don’t clip players.

Also I can’t download the “extra” files or did you simply append the original file.


(evillair) #12

Yeah, the net worked before then it stoped, I’ll look into it.

the ‘extra’ url has been fixed.


(Drakir) #13

Great job! Very nice brushwork!
Dunno if it was intended, but as Allied is really simple to jump the blastable wall with a normal longjump.

A few things:
Stumps are missing one texture.
Hanglights are missing a lightbulb.
The destructable big standing table have the texture backwards.

What are the endgoal of the map? To destroy the flak? or to blow up the ammosupply in the back?


(evillair) #14

Thanks

About the wall, I’ll make it taller, I didn’t get to the other side while testing it, I did move alot of terrain around I might have raised it too much in that area.

“What are the endgoal of the map? To destroy the flak? or to blow up the ammosupply in the back?”
Both :slight_smile:
Allies need to have the flak ‘broken’ and destroy the ammo supply, if they destroy the ammo but the axis repair the flak then the flak is left as the final objective to win.
Hopefully this will create a need for teamwork since you need to seperate your team in 2 to defend those (axis)
allies also need to organize a way to get past the axis etc.
That’s the plan anyways.

I’m not sure if it’ll stay that way, I really need to test it with people to see how things flow.


(avalansh) #15

nice map :clap: :clap: :drink:


(Velorum) #16
  • treetrunks yeah i know it’s been said…this is just my list
  • cargo nets = no clip
  • error texture on pavement …on a certain part of the pavement a little bit of dirt is peaking through the pavement

Other than that it seems very good and i REALLY wish the objectives would result in a win/lose because my server admin will gladly host this beta if the objectives can be met.


(Lanz) #17

Nice looking map you got there evillair! I’m looking forward to the finished map.

I do have a couple of things I would like to point out though.

A) At the axis forward spawn I found some strange blending of the texture there.

B) The foliage in some places doesnt really work that well, you spot the lod all to easy and see it pop in when you get closer. It really needs to be covered better.

C) The gun needs to be moved forward a bit, half the shots ends up in the frame.

D) I get back to this in a bit… .)

As I said I really like what you’ve done with this map design wise, but I do have some concerns about the objectives. Especially where the ammo supply are located. If the allies comes up against some average good players knowing what they do, I think they will have a very hard time being able to blow it up. You have two ways in, both garded by mg42’s, it then shrinks down to one passage that once again splits up to two ways to the actual supply. One panzer at the supply can wreak damage in there, one flamer in the middle plus the rest of the guys on the axis team, well it’s gonna be tough. The chanse is that what’s going to happen is what happened with mp_base for rtcw, no one defends radar 2, only radar 1. But in that map it’s not as easy to defend as in this one. I think you might need to change the layout a bit here, open it up a more and make it a bit harder to defend it.

Another thing I was thinking about was the door in picture D; it makes a lot of noise when it opens and will alarm anyone that mans the mg42 around the corner, I think it would be better without it.


(system) #18

dont working for me ;(


(avalansh) #19

sin download this:

http://planetquake.com/hfx/et/files/flakcannon-et-beta_v1-extra.zip


(system) #20

thx ale wczesniej niedzialalo z tym pakiem… :confused: :clap: :banana: :clap: :banana: :clap: :banana: :clap: :banana: :clap: :banana: :clap: :banana: :banana: :banana: :moo: :drink: :drink: :bump: :bump: :cool: :eek: :eek2: :eek3: :beer: :banana: :smiley: