Breakout_et_b2 available


(Ifurita) #1

Main file: http://www.pcgamemods.com/8568/ <— goes into /etmain
ETPRO shaders: http://www.pcgamemods.com/8567/ <— goes into /etpro

Changes from _B1

  • Removed CP flags
  • Replaced command map
  • Adjusted MGs nests by Allied field ops and 88 gun
  • Adjusted objectives accordingly

Screenies

Updated command map

Moved axis MG to prevent getting stuck

Moved allied MG for similar reason and to make it easier to find

CP flags are gone. Map is straight dyno obj

Thanks for ET Game Hosting for providing test servers and supporting WWGN


(Foonr) #2

again, did some more pimping of the map at enemy-territory.com :slight_smile:


(Ifurita) #3

LOL, you’re MeeZ?


(Foonr) #4

I quoted MeeZ from this post:

http://enemy-territory.4players.de:1041/modules.php?name=News&file=article&sid=567

and then wrote the rest of it. Just added italics right now for clarity
:smiley:


(thore) #5

weeeell then, here we go.

since there are quite a lot of images, i thumbnail0rized them… click to see the bigger version.

[b]lets start with everyone’s favourites: sparklies[/b] :smiley:

[b]and now some missing textures:[/b]

[b]here comes the brushwork:[/b]

(referring the images from left to right)
(1) you have quite a lot of those straight lined walls in your map. those look like the most
obvious map border i can think of… hopefully you replace them with some more buildings :wink:
(2) standing in this crack makes the player bobbing up-down-updown constantly. you might
want to place a clip brush at the bottom to give the player something to stand on.
(3) the writing on this face of the sign is mirrored. further more, i’d expect this kind of
mounting only on convex corners. i’d recommend mounting the sign flush with the wall
so it can be seen from whereever the player stands.
(4) see? a sign flush with the wall (rotated by 90 degrees) would be visible from here, too.

(1) those corners are veeeeeery round? looks like some bunker to me :wink:
(2) this is in the sewers. some water missing.
(3) this one really makes me sad. YAVOUS!! (yet another very obvious u-shape) although
you don’t really vis-blocking in this spot this u-shaped hallway looks like all those other
hallways that got bended to u-shape just for vis blocking. i know you can do better and
make it less obvious :wink:
(4) the frame seems somewhat thin. i’d recommend those diagonal bars btw. thickening
the whole construction would compliment the deform vertexes shader by hiding the
edges of the cloth. right now the cloth is jumping out of it’s frame because its that thin

[b]clipping issues:[/b]

(1) this is a quite large clip brush. wouldn’t surprise me if this isn’t the actual log-clip but a
brush that is coming through the wall on the left?!
(2) noble clipping at it’s best. the player is clipped almost 2 meters before he’s even
reaching the “barrier”.
(3) i think you’ve placed a clip here to prevent players from jumping out of the level. but
since you can jump onto the grass on the left it’s somewhat confusing when you want to
switch sides and are ramming an invisible wall mid-air. note that i’m standing on the right
side of the clip brush and am not able to move left… although there is no visible barrier.

[b]german propaganda[/b] in french villages?

although the germans have raided and occupied quite a lot of french villages i wouldn’t
expect german propaganda there. just looks kinda odd to me :confused:

[b]misc stuff:[/b]

(1) sunny day? anyway… this skybox is way too bright if you ask me… not to mention
the vis-popping phenomenon :moo:
(2) the wall surrounding the grassland is kinda thick. imo half the size would be sufficient.
(3) when looking through those gates straight into the sky… mr. HOM welcomes you :frowning:

(1) didn’t know they had vertical take-off aircrafts at this time :smiley: plus some sparklies.
plus some clothes rail that pushes you back when standing right next to it and jumping.
i suspect the curve to cause that effect. a rectangular clip should do the trick. okaaaay,
it’s not THAT important, though it confused me when i wanted to jump out of the window
and were pushed away by some stupid rail :bump:
(2) the radio is slightly too loud… and then suddenly makes no more noise at all. after
the message there should at least be some hissing(? <-- blame dict.leo.org if this isn’t
correct)
(3) last but not least… say hello to mr. z-fight

[b]and finally… two jumps:[/b]

i’m just not that sure whether you intended to give players access up here…

~fin~


(Ifurita) #6

very good write up. I’ll fix some of it, but given that it’s a port from RTCW, I’m not going to make many edits to the brushwork. The original mapping deliberately left a lot of top faces untextured because people cannot typically get up there to see them


(Shazam) #7

Very good work thore !
And now you have to do a good work, Ifurita


(SiliconSlick) #8

FWIW

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breakout_et_b2.pk3 - *** Warning: Missing maps/breakout_et_b2_lms.objdata - LMS Mode Objectives Listing ***
breakout_et_b2.pk3 - *** Warning: Missing scripts/breakout_et_b2.shader - Shader File ***
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breakout_et_b2.pk3 - ** Legacy warning: the name models/mapobjects/Menzel/neucar.md3 contains uppercase letters which should be avoided **
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breakout_et_b2.pk3 - ** Image Warning: UNABLE TO LOCATE textures/skies/sky_8.tga IN scripts/breakout.shader **
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breakout_et_b2.pk3 - ** Legacy warning: the name sound/menzel/BurningBuildings_loop.wav contains uppercase letters which should be avoided **
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breakout_et_b2.pk3 - ** Legacy warning: the name sound/menzel/SewerDrips_loop.wav contains uppercase letters which should be avoided **
breakout_et_b2.pk3 - ** Legacy warning: the name sound/menzel/SewerWaterflow.wav contains uppercase letters which should be avoided **
breakout_et_b2.pk3 - ** Legacy warning: the name sound/menzel/StreetFighting01.wav contains uppercase letters which should be avoided **
breakout_et_b2.pk3 - ** Legacy warning: the name README_Breakout_et_b1.txt contains uppercase letters which should be avoided **
breakout_et_b2.pk3 - Minor note: ignoring README file “README_Breakout_et_b1.txt”
breakout_et_b2.pk3 - *** Shader Warning: Could not locate shader textures/egypt_wood_sdwood1a referenced in maps/breakout_et_b2.bsp ***
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breakout_et_b2.pk3 - SUMMARY: 1 Major warnings 4 Warnings 1 Shader warnings 1 Image warnings 21 Legacy warnings 1 Minor warnings 2 Minor notes

SiliconSlick