Bridges map - first release


(amplif1er) #21

^1-xXx-^4XPSaVe|128ms|66.235.161.70:27960

My clans server is hosting it dont know for how long but i did give it a run and i must say its a big map it seems a little empty though it needs more then just moving a train and a truck i think it just makes it long and boring, sure it looks pretty but it just seems empty nothing to really do in the map for any of the classes except run and gun…sorry i had to make the comment :???:


(Northerner) #22

my clan played it all night tonight and it is a very hard map for axis to win.
it needs to have some changes made at the first allied spawn, maybe the allies need to spawn further back then where the truck is and the train ends. allie spawn right their every ten seconds just makes it way to hard on the axis that have to run so far to get the truck or park the train.
maybe another way in for the axis that would thin out the allies a little more? like make the ice river go all the way through to the truck or something?
other then that, it really is a very eye appealing map!


(Detoeni) #23

nice map, one gripe to add your list. Some of your shaders have “surfaceparm landmind” and please do not inclued your shaderlist or default shaders (q3map) in your pk3.
ok thats two, oops


(mrfin) #24

Hey up all

Thanks for making play tests - much appreciated, and so are the crits.

Now then -

Initially I’m considering these developments for the beta:

1.The Truck - I agree with everyone on the problem of access to it for Axis team and also the length of the journey, so it’s start position will be moved, possibly to somewhere in the the boathouse area. Access to it for the Axis team will be improved and journey time cut by 1/3. Also as Ifurita has suggested I will speed it up slightly to help getting it through the more exposed parts of it’s route. I will also toughen it up so that it is harder to damage.

  1. the Train - Firstly the icon for the train is missing from the command map at the start which will be fixed. I will speed up the train along it’s route and also make it tougher.

  2. More activity - With the quicker and shorter distances for the vehicles to travel it should be possible to allow for Allies to blow up the boathouse rail bridge as a train barrier! (I originally built this bridge with the intention of blowing it up). The crew served gun posts will be made into neutral constructibles.

  3. Entrance to the Sawmill section - I will make another route into this section from the boathouse section. The dissused road tunnel where the health boxes are could be extended and arrive some distance away from the two present openings. This way Allies would have a tougher time covering these access ways. Some kind of cover might be in order too, a ruin of some kind next to the ‘old’ tunnel entrance? perhaps a ruined bridge too? With the truck moved, access to the mill area will
    only really come into play towards the end of the game when the train is nearing the cargo objective

Let me know what you think

thanks again


(Ifurita) #25

Also, I think that a lot of your textures are large tgas, which could be reduced to .jpg with nearly no loss of detail. Also, you have some left over light maps from earlier compiles, those should be pitched. Your command map can be made a jpg too


(omega_q2) #26

excellent map. i couldn’t believe my eyes when i saw it. this looks just like the map i was trying to create…i had thought of underground routes and cold hypothermia water that hurt you etc, i can’t believe i saw a map the next day that had all that. i must have been psychic or something. the map also looks great…nice job. also make sure you append _beta1 or _fp (first playable) to your first map so that future revisions of it won’t get confused.


(Juno_Who) #27

Great map and the framerates on a large server hold up well despite all the arty spam. We are running this on a 64 person shrub/pub with a lot of people really enjoying both the visual aspect as well as how play moves around the map and we have seen it won several times by Axis in it’s current state.
Other than a few tweaks needed here or there it plays very well and it is a shame that more mapmakers don’t produce maps that are this much fun. It was mentioned that this map has the feel of RTCW and I agree…the good parts of RTCW that is.
Look forward to any changes that don’t affect the fun we are all having.

Thanks again for a great map,

Juno_Who
Owner of Whosgaming.com


(Uchronic) #28

Well, most have been said above by the experienced mappers.

I just want to add a “Yoohoo, it’s really goodlooking !”. Your design is just impressive. I’m admiring.

For the gameplay, the most important has been said and apparently, you are taking this into account. So I’ll wait for the next version for more comments.

Just a little detail : When you’re in the train, it’s too easy to gon the “control console” (i don’t know how to name it). It’s not that important, but in very small space such as this, it’s pretty annoying to suddenly be on top of this console just because you moved a little bit.

Maybe some sort of clip would solve this, or to change the shape of the console…
You to see…

Once again, good work.
:clap:


(Sauron|EFG) #29

The textures on the immobile truck next to the garage where the truck you escort end up were missing when I played the map on one of the M8D servers, but for some reason it looks correct when I look at the map offline.


(Chruker) #30

I noticed the same thing with the missing truck textures, and took this screenshot:

I think it was on Juno_Who’s server which has a pretty consistent map rotation so if you have to hunt down a comflicting map, that could reduce the amount of potential candidates.


(mrfin) #31

As Sauron has pointed out there are a couple of servers that run the map with the missing shader. To be honest i’ve no idea why this is missing!

Does anyone???

btw. if any server admins find their map is missing this truck shader can they plz. replace their pk3 with a good one - if indeed their pk3 is the problem!

Thanks again for the comments and observations all

:cool:


(Chruker) #32

I would rather assume that it is another map thats causing the problem, since the texture is there when you test locally.

But then again assumptions are the root of all evil.


(Ifurita) #33

The texture may be there because it was included with the mapping tools (much like the shell, rock, and light textures), but you need to include them in a pk3 if you release it


(M8DNephelim) #34

Yeah, the map we use @ M8D International is accurate so the problem with the truck texture would be in something else.
And from what I read from Ifurita the problem could be easily fixed as I understand.


(mrfin) #35

Hey up all

Chruker did some investigating and it turns out that Ifurita was right.

To fix the problem the missing textures that come with radient need to be included in the pk3

I wasn’t intending on updating the pk3 for the alpha release but I will fix it for bridges_beta

Thanks all


(Ifurita) #36

Actually, you can release a supplemental pk3 with just the missing textures, without re-releasing the whole map file.

BTW, this is why you test in a clean environment that has just the playing files (no mapping/radiant files) because you’ll also find similar problems with some of the light textures, the shell skin, some of the rocks and trees


(mrfin) #37

my guess is that the pk3 will contain folders thus: models > mapobjects > blitz_sd (and in the folder blitz_sd the missing tgas) . Anywhere close??
Also what should the pk3 be called?

Can you give details of this Ifurita - for the not so bright bulbs in the house - such as me
:slight_smile:

much appreciated


(Ifurita) #38

Here you go:

http://www.planetwolfenstein.com/4newbies/bridges_supplement.zip

you were also missing a castle_wood texture (cwood_mo5cb), which I also included in there. If you’re going to release the supplement, you could also (if you were inclined to) release a new script to make the truck/train harder to damage and move a little faster and test that prior to re-releasing the full very later


(mrfin) #39

Thanks Ifurita

I’ll post the supplememt to my bridges page for dl.

The quick fix script is appealing although I’m trying to focus on the beta - or it’ll take forever

Thanks again


(Jaquboss) #40

Just you should know that GTK Radiant for ET contains bonus data too ( things created before , but not used in final game , like those blitz skins ) so thank Splash Damage for them and include them with your map…