bridges_ beta release


(mrfin) #1

Hello all

The Bridges map has evolved into bridges_beta
and is ready for some gaming?!

Tme has been spent building in features to help gameplay, constructibles, new layout construction etc. Thanks for the help.

See what you think - am on the lookout for ideas for the final

www.ddtp.vispa.com/bridges/bridges.htm
:beer:


(Ifurita) #2

Let me know if you want to organize a NA map test. WWGN has a 16 person server that can be used for a map test.


(mrfin) #3

Thanks Ifurita - may well do


(CrazyGuy) #4

i can point out some flaws of the map.
Been playing it on the HFK server.


([DS]-=Pencil=-) #5

Here is a mirror from RTCW-Prison: http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=739

Hope I Helped

:slight_smile:


(Schaffer) #6

@CrazyGuy. Maybe you could elaborate instead of just saying there are flaws. Point them out and if possible suggest solutions.


(CrazyGuy) #7

I should of… sorry.
But when i load up “bridges_beta”. I get a hunk_allo error.
My hungmegs are set at 256.
When i get a chance. I’ll put of some screenies.


(CrazyGuy) #8

1st picture is where mostly Axis are at a standstill. The “Boat House” where the Allies can capture that flag first.
I have been in this sitution many times. Where the Axis can’t moved foward because theirs like most of the Allie team defending this area.
This is where the map is played alot because Axis can’t get though the tunnel.

Also, should clipped the curves of the tunnels (model height) so if gotten killed and go into the curved wall.
Such as i did. You could tell your teammates how many Allies are in the tunnel.

Their should be an alter route, besides the top way. Will get to that next.
There is a dead-end at the other side of the tunnel, where Axis can capture the flag, also. (forgot the name of spawn point). Not the “Boat House Spawn”.

Second picture.
The top part.
You only need 4 Allies their to guard it. 1 medic, 1 lt, and 2 mg42 soldiers.
As you can see in the picture. There isn’t any cover for the Axis. No boxes, no crates.(on and on)
Suggests that you add some cover for the Axis so they might have a chance to get to the truck. I very raly seen this map won by the Axis.

Final picture for now.
In this picture you can see the Axis in the tunnel. If you looked to the left side and lean. You can see the Axis players in mid-air.
I had a picture of it in action but stupid me, had to clean out my screenshot pictures.
:banghead:

So from picture from 1 and 2. Thats all i mostly see of this map. The spawn times might need to be adjusted for the Allies or maybe just the “Boat House Spawn Flag”.
I think you know of the other curving issues. So won’t go into them.
This is a good map design and i would like to play this map. But with the bottleneck for Axis. See picture 1.
It isn’t much fun. Just a slaughter for the Axis for about the whole time, until it ends.

As for bridges_beta. Still get that “Hunk_alloc” error.
I did asked Ifurita if it was another problem but he said, " Thats a map issue, inwhich the author has to correct."

So, i don’t know what changes you made to the new edition of your map.
Hope to try it out. When this error is fixed.

Again, as for myy first post. That i didn’t included any pictures because you made a newer version of bridges. So, i wanted to see what changes were done before i could comment on the flaws that i saw or know of.

Keep up the good work.
:drink:


(mrfin) #9

Thanks for the reply effort …

Some of these issues are sorted out in the beta - especially the bottlenecks.
I will make those tunnel clips though.
The bit where you can see models from the other section of the map will be fixed in the final
because it will involve more landscape and is a big amend.

The entity problem is being sorted out though so plz stay posted for bridges_beta1.0 - ETA 1 - 2 weeks

at this rate ET will have become obsolete by the time I’ve finished this map.
but hey! all good fun eh
:cool:


(Floris) #10

Ask splashdamage if they can include your map in ET:QW? (It sure has the size for it :))


(mrfin) #11

i think they’d have a laugh!


(mrfin) #12

:cool:


(nUllSkillZ) #13

brauch = need


(Shazam) #14

I just test map in spectator and i feel some lag, your FPS is correct ?!

Soon, a big test with teams … :wink:


(mrfin) #15

the map does have quite low fps in some areas but it ran ok before in the alpha stage
with full servers

I personally have a pretty crap machine so I feel quite safe if it runs at all on it…


(Shazam) #16

Sry - map has been taken down for fixing because it exceeds entity limits! am working on this and will re-release the map in the second week of june which will allow plenty of time for playtests which I should have made anyhow. ooops

Thanks to the players that have tested it so far.

No dl on your site ? i put your beta on my server. Do you want i erase it ?
No news until second week of june ?


(mrfin) #17

Hi Shazam

leave it on there by all means if it works for you, but other admins have told me that it will crash at the end of games. This is due to the entity numbers - which I’m working on.

Also when bridges_beta1.0 ready the fewer versions of the beta there are around the place the better. Although the next will be clearly labelled bridges_beta1.0

I will try to finish alterations over the next couple of days and then I’m going to give it to a clan for a test aswell as a private test of my own. So with any luck the thing should be done with by next weekens - all being well that is.!?


(mrfin) #18

I found links to this post
so … to clear things up - The version that works is not named beta1.0 it is named … bridges_beta3


(TheTrooper) #19

great map, i’ve put it in my custom campaign and everybody are pleased with it. May by You consider to put in the train some kind of level, that axis should push it to move forward ( after repair), and allies could push the same level to move train backward.
:clap:


(mrfin) #20

Thanks Trooper

glad to hear folks are enjoying the map

If anyone would like to see the map played with a full 64 player server then they could go to whosgaming.com who have it in their rotation. Not sure how long theyll have it up but it’s there now: 67.19.54.167