One thing more…i get an error mess in the console about a wav-file, rain.wav is not 22k sample rate.
And some more:


And a demo of how to jump the wall i mentioned before:
http://www.sikstrom.nu/rikard/maps/2003-08-04-124259-flakcannon.dm_82
One thing more…i get an error mess in the console about a wav-file, rain.wav is not 22k sample rate.
And some more:


And a demo of how to jump the wall i mentioned before:
http://www.sikstrom.nu/rikard/maps/2003-08-04-124259-flakcannon.dm_82
A few things again now that I’ve played it for a while:
You can’t walk on the mesh above the constructible MG42.
Missing or incorrect textures on a few tree stumps.
Too many team doors (apparently some of them lead to nowhere which will only be useful until people learn the map, at which point they will be useless).
I don’t like the door on the first spawn point, doorways already lead to bottlenecks and having an actual door is even worse, infact I would even consider making the doorway twice the width. The doors aren’t as bad at the second spawn point, they give you time to react to someone entering the room, however it could also work without doors, and may infact be better without them.
I would like to see the constructed MG42 mentioned above to be slightly higher so it can get a better view, as it is it’s mostly useful for shooting someone coming up the stairs.
I would also like to see bigger areas near the blastable door similar to Wurzburg Radar.
It would also be nice to be able to go into the small attic area in the second spawn point, while also opening up the hole in the roof to allow for some sniper action if possible or at least to allow grenades to come through the roof as it does now and to make whoever is going to the flag have to consider that someone might be up there.
Those are just some ideas, I’m no pro. It’s certainly a great map, and I look forward to it’s completion and to take some great ideas from you to use in my maps.
The server will be online at the ip address mentioned above
nice
a custom map i like, im really sick of the “i`m the first” map-crap like rhine1+2 or trainyard
Thanks alot for the feedback, most of the issues have been addressed.
I’m thinking of redoing the ammo supply area since this was done very quickly.
Looking for more feeedback on how it plays.
note: you don’t need the ‘extra’ files if you downloaded the first file after my post of the link to the extra files. (august 04 1:09am EST time)
well since most of the issues have been addressed the only thing i think would help is the ammo supply area.
You could make the wall to the right of the ammo crate lead somewhere…that way it presents a third and more importantly large entrance. Or you could create a point above the 2 entrance doors that way people could drop down from above suprising defenders. Just some ideas.
Looks great !!!

I did a fast test and i’ve noticed few things :
There is a flying lamp : http://mapage.noos.fr/poorme/et/2003-08-04-202236-flakcannon.jpg
The limbo map seems not to be correct, the hill is very high, but in the limbo, it seems to be lower : http://mapage.noos.fr/poorme/et/2003-08-04-202811-flakcannon.jpg
I don’t know if it’s normal, but we can jump over the wall : http://mapage.noos.fr/poorme/et/2003-08-04-203157-flakcannon.jpg
When we capture the flag, there is no sound : http://mapage.noos.fr/poorme/et/2003-08-04-203456-flakcannon.jpg
A missing texture : http://mapage.noos.fr/poorme/et/2003-08-04-203703-flakcannon.jpg
In the limbo, the flag does not appear but we can recapture it : http://mapage.noos.fr/poorme/et/2003-08-04-204624-flakcannon.jpg
I’ve created the “ammo gate” and it killed me : http://mapage.noos.fr/poorme/et/2003-08-04-204714-flakcannon.jpg
I’ve created the canon and it killed me : http://mapage.noos.fr/poorme/et/2003-08-04-204819-flakcannon.jpg
Yeah I think that missing tree stump texture has been beaten to death… I’m sure it was the first thing he fixed, LOL…
Thanks for the images, they were very usefull.
For the stump texture, are you guys playing it with the map tools installed?
I checked my directory and it’s “…\etmain\models\mapobjects ree_temperate_sd runk_cut.tga”.
It’s not in the pak0.pk3 but it’s in that folder on my hard drive. I guess it was put there by the tools.
I tried it with an ET install that doesn’t have the tools installed and I also get it missing.
It’ll be included next release.
Curse the stump.
A few more questions;
Thanks again.
Huge gameplay flaw is how difficult it is to get to the rear ammo, how well it’s guarded, and how limited the entry points are.
The flow otherwise appears to be fairly good.
Again the door at the first spawn point, the understated main destructible door, the height of the constructible MG42.
I liked the second spawn point, I like the area in the rafters which would be great if it were accessible. I also like the foliage which provides good cover.
I’m sure there are other things I would like as I play the game with other people.
i noticed that when you shoot your windows, you have to hit the cross piece in the center (wood) to break it, im not sure if this is how all et windows are done, but it did seem wierd
when the allies try to open a axis team door w/o a uni, it sounds like pounding on wood and not metal
these may just be things that i never noticed in the original 6 maps, but what the heck
oh yea, the flak cannon doesnt show up in the command map
let’s set up a test server where 6 or so of us can play tonight…
I’d host, but I’m working on my map and wraa my router makes MP screwy when i host. :disgust:
I can host, I don’t see any reason why we couldn’t play and have a useful test session. Technically nobody wins but you would know if you won because you’d have met all of the objectives, it’s just that the game itself never says you’ve won…
I’ll be free later on tonight to test with you guys.
Let me know when and where.