CAHA: Tavern - beta 1


(redRum) #1

Hi everybody,
First of all a big thank you to everybody posting in these forums since this site has been very handy in order to sort any kind of troubles with this, and other maps.

That said, I recently released my 3rd map for ET, called caha_tavern_b1.

File info:

title		    : CAHA: tavern
filename	: caha_tavern_b1
game		 : wolfenstein: enemy territory
version		 : beta 1
date		  : 5.October.2005

author		: Roger "redRum" Creus
url		    : http://www,cyanureill.paparra.net
email		  : [email]roger.creus@gmail.com[/email]

gametype	 : objective, stopwatch, campaign
mines		     : disabled
max. players	: 12 per team

Story:

1942. China. Province of Liaoning.
The well known tavern Fire Garden has been taken by an allied squad.
They are using it as a document depot, and have set two security system levels to ensure the spy lists inside it are safe.
A german squad has found out the allied shellac, so they get ready for battle and rush into the building.

Objectives:

Axis: 

.Primary: Destroy the security power generator B.
.Primary: Destroy the security power generator A.
.Primary: Steal the spy lists.
.Primary: Escape with the lists through the sewers.
.Secondary: Destroy the cellar wall to open an escape route;
you must have destroyed the generator A to get access to the cellar.
.Secondary: Destroy the stairs wall and get faster acces to the top floors.

Allies:
.Primary:    Don't let axis destroy the security power generator B.
	.Primary:	Don't let axis destroy the security power generator A.
	.Primary:	Hold the spy lists.
	.Primary:	Don't let axis escape with the lists.
	.Secondary:  Don't let axis reach the cellar and protect the sewers exit.
	.Secondary:  Hold or rebuild the stairs wall to cut the allied path.

Known Issues:

.One layer command map.
.Satchel icon not showing ingame at the Generator B.
.Allies can't spawn at the 1st. floor but it's shown as a spawn in the command map.
.Two textures listed as not found when the map loads, probably placed in some unseen non caulked bit.

Credits:

Textures:	
	.terrain_example set by Sock. original file here: http://www.planetquake.com/simland/pages/articles/terrain1_1.htm
	.photorealistic set by BerneyBoy. Textures have been modified. 			original file here: http://www.planetquake.com/berneyboy/
	.SD.

Models:
	.Buddha model by Todd Gantzler.
	.SD, ID.

Entities:
	.Erik-Ftn, ID software.

Map Concept:
	.Ben "Wulf" Bennet.
Feedback and ideas:
	.Codename Ty, Wulf, 56ker.
Testers:
	.-7-ArchEnemy, Akuma, |nWo|Codename Ty, |UGZ|Ravage, -7-Sleepy, [CB]Apoc, 
	.|nWo|Rommel, Dragon, -7-Maverick, |nWo|warrior, -7-hydrox, {Zer0}McCreary,
	.egavaR[::], Wulf, |nWo|Colonel B. Futter, -7r- Mac KG.

Links to the file:
http://labs.paparra.net/cyanureill/files.html
http://www.pcgamemods.com/mod/16571.html

Any ideas and bug reports will be greatly appreciated.

Red


([nWo]warrior) #2

Hey man great job on the map… Thanks for allowing us to play test with you guys really enjoyed it… :clap:


(The Village Idiot) #3

OMG! The look of this map gives me a boner. I love the asain theme.
BTW, what are your intentions for this map? Pub or competition? I think an asian themed competition map would be really cool about now.


(EB) #4

Good news:
I just had a quick run through and I must say that I like the ideas that you and your cohorts have…not to mention: congrats to you for spending the time on detailing the map.
Bad news:
I did notice a few FPS killspots…my game dropped from 76 to 18/19. The spots are on the 1st floor and the roof. - I used F.ops smoke on the roof and needless to say, my game went to single FPS digits.

  • 2 textures missing in the console @ load : ~/caha_tavern_b1/brick058 & ~/caha_tavern_b1/light_white

May I ask why you strayed from using the default construction crates ?(just wondering)


(redRum) #5
  • 2 textures missing in the console @ load : ~/caha_tavern_b1/brick058 & ~/caha_tavern_b1/light_white

Yes, they must be hidden in some unseen brush face, but they aren’t used anymore, and not included in the file . So I’m just gonna use the text editor to get rid of them for the next version.

I did notice a few FPS killspots…my game dropped from 76 to 18/19. The spots are on the 1st floor and the roof.

1st floor: I’m guessing the hall ceiling is what is giving you the fps drops. I have in mind tweaking it since I think I could save some tris there, but was a pain due to the angles it has. I’ll work on it. Another issue is that there’s no way to block the vis at some points (ie: where the spec cam spawns) cos the player can actually see various zones at the same time.

Roof: Thought that could happen, although nobody complained on the tests. Time to redo the fences roofs I guess :stuck_out_tongue:

May I ask why you strayed from using the default construction crates ?

Had a few reasons; first off, cos that way they have a personal touch; since only the flag disappears and they are big enough, the crates can be used as cover yet when the thing is constructed; and oc because I had that texture with the chinese instructions for them! :stuck_out_tongue:

BTW, what are your intentions for this map? Pub or competition?

At the moment is a publics map, but I wouldn’t mind doing a te version if enough suggestions are given. It needs some serious teamplay to defend and the timelimit could be lowered down with no troubles.


(Loffy) #6

Amazing!
Well done!


(fattakin) #7

so pretty looking - will download and have a crack at it, looks like it would suit our LAN’s


(Uchronic) #8

Awesome !

Incredible work on the lights and on the textures.
All the details make it so realistic, it’s very goodlooking.
Very good idea with the generators.

Nevertheless, some drop of FPS in some locations, like at 2nd floor flag.
And, according to the great design of the whole map, the skybox disappoints me a bit. It’s not ugly or bugged, it’s just so classic comparing to your amazing work on the tavern itself.

Good work.
I can’t wait to test it with players.
:drink:

PS : I heard that the forum is getting slower… maybe because the mappers are too busy making such great maps !


(]UBC[ McNite) #9

Looks very cool indeed.

I noticed that one wall-texture seems to be a bit overused though (pic 3 and last pic)… maybe use 1-2 other texes for the ceilings? They surely shouldnt look like the wall.

@ EB: what s your comp specs? Single digit is serious… I know players with Ge2 MX cards will run into fps lower n 20 in 1-2 areas in my new map (TheRiver II Redux) but there is no way around that i m afraid.


(Shaderman) #10

Don’t know what else coud be said. Very nice work!


(fattakin) #11

I know players with Ge2 MX cards will run into fps lower n 20 in 1-2 areas in my new map

err to be honest they shouldnt relaly be playing the game anyway. I consider the G4MX the low end card for ET playing. Anything below, get a console…


(EB) #12

@ Mc Nite
It wasn’t the entire roof or 1st floor, just ‘zones’ of those areas. [average video settings]
An airstrike here means <10 fps#1 Pre-airstrike - #2 showtris ‘2’ -#3 r_speeds

Well, the comp I used was:
2.66 ghz/512 ram/64-ATI radeon9000 mobility(AGP)/533FSB


(]UBC[ McNite) #13

2.66 ghz/512 ram/64-ATI radeon9000 mobility(AGP)/533FSB

low FPS with that = :weird: :weird: :weird: :weird: :weird: (= serious performance issue imo)

How did you do the roofs? I bet u used some radiant feature that makes the tris explode (51.000 is crazy).


(redRum) #14

Greetz \o/

EB: thx for the screenies. I’ll work that out, I’ll try hinting some more parts to block the doors vis, and also redo the roofs, cos -yeah mcnite- that’s a fps killer it seems. Already thought it could be cos of the high tris count although I wasnt getting any drop, but the can test did the job and got me down to 30 for a few secs.


(mortis) #15

nicely done, especially teh temple…


(EB) #16

@redrum
NP…I’d like to see this map do well because I like to see aesthetically pleasing maps.


(Codename_Ty) #17

Great job buddy, keep up the good work. It’s currently running on our server at 64.34.82.13:27960 as part of a ten map campaign. Campaign information can be obtained at www.newwandererorder.com under the News/Announcements section in our forums.


(Uchronic) #18

@RedRum
You MUST post there to let us know what was your settings for your map (especially for the shadows, what kind of lightmapscale is it?). :cool:


(au.Hiroshima>) #19

ahh so that’s what you’ve been up to!
Those screenshots look fantastic, I am very keen to check it out.

btw we finally got raw_te in our bush league! :smiley:

cheers,
-hiro


(eRRoLfLyNN) #20

Beautiful looking map, can’t wait to get a play on it! Love your style mate, love the vibe of your maps. Raw Castle is a blast too, and sooo cute! :smiley: