Caha Tavern beta 2


(redRum) #1

Today I’ve released the beta 2 for CAHA: Tavern.

File info:

title		: CAHA: tavern
filename	: caha_tavern_b2
game		: wolfenstein: enemy territory
version		: beta 2
date		: 18.June.2006

author		: Roger "redRum" Creus
url		: http://www,cyanureill.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.
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 3rd floor 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 3rd floor stairs wall to cut the allied path.

Misc:

editor		: GtkRadiant 1.4.0
compiler	: q3map2 2.5.16
specs		: AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb
light compile	: -light -custinfoparms -dirt -export -fast -nocollapse -patchshadows				-shade -compensate 3 -gamma 1.5 -lightmapsize 512 -thresh 0.25 -samples 3

compile stats : bsp: 112 secs.
vis: 17 secs.
light: 4400 secs.


Main changes from B1:

.Added a fireteam locations file for etpro.
.The cellar wall is now destructable by any explosives, grenades included.
.Fixed Generator B.
.Fixed map objective descriptions.
.Remade the top floor walls roofs to reduce the poly count.
.Remade the lobby ceiling model which has about 1200 less polys now.
.Fixed brushwork leaks.
.Improved vis blocking in certain parts.
.Few more non significant changes and fixes.

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.

FireTeam Locations File:
	.TOG|Neddie

Entities:
	.Erik-Ftn, ID software.

Map Concept:
	.Ben "Wulf" Bennet.

Feedback and ideas:
	.Neddie, Codename Ty, Wulf, 56ker.

Known Issues:

.One layer command map.
.Allies can't spawn at the 1st. floor but it's shown as a spawn in the command map.

Direct link: http://www.cyanureill.net/downloads/maps/caha_tavern_b2.zip

Have fun!

NOTE: ETmaps.de leaked one perview file I was using at my site to update it and try stuff out (probably my fault). I’ve already posted in their forums to ask them to remove it and post the proper one, but at this point the file is still there, you’re warned! :stuck_out_tongue:


(SPU9) #2

looks great, i will check the map ;( would be nice if we can see a version for competition ;D


(kamikazee) #3

Still looks great, seems worth trying! :wink:


(YourFather_CZ) #4

There is missing texture (beta 2):


(redRum) #5

Thx for the comments.

etmaps.de hosting the right file now \o

About a TE version, tell me what you’d like to change for it and if there’s enough to make a different version of the map I’ll be glad to make it. The map is already small and focused on 12 players gameplay so far. Things I can think of are for example removing the powerups, removing some pending lights that might bother fast jumpers, re-clipping some walls/door marks so it’s harder to get stuck etc, just let me know the changes you’d implement.


(kamikazee) #6

@Father: where is that missing texture? I don’t see any black/orange squares…


(nedd3h) #7

Well Done :slight_smile:

map on Australian server now
202.60.73.80:27960

server details
http://ned.theoldergamers.com/forum/viewforum.php?f=5

always have good games with this map!

:slight_smile:


(redRum) #8

neddeh! thx for hosting :smiley:

@Father: where is that missing texture? I don’t see any black/orange squares…

There is no strictly a missing texture but I’m sure he means that the inside of the pot is invisible. The pot is a patch and the shader is missing the cull none command so the texture is only drawn outside. Although you can only notice it when you look at it with cg_wolfparticles 0, either way the smoke just covers it all.


(BigBadWolf) #9

Hey that looks really nice! The blue gives it excellent contrast, and i like the high res textures. Bump mapping isnt too bad either, little repeditive in that tunnle though.


(=PoW= Kernel 2.6.5) #10

The artwork in this map is incredible.
We’ve been (and are) running beta 1 on =PoW=Chaos (82.165.167.212).

I have to say I often stop and just look at the art work.
The lamps, the colors, the detail in the wood textures. Wow!

Did you do this all yourself? How long did this map take you to put together?


(redRum) #11

thx for the comments!

Kernel, i’ll add your server in my site’s news page as I’ve done with the other servers that I know that run tavern_b1. The b1 buld time was of about 30 days, although I already had most of the textures done, and some brushwork for the lobby and 1st floor levels (see this) so it didn’t take too much to put it all together \o/