Capuzzo Airport beta release


(Pegazus) #1

[B]Capuzzo Airport

News[/B]
After the defeat of Axis forces in El Alamein, the African Korps have started a major defense line against the Allied, but with the failure to hold the defensive line at Lybia the german forces have been stunned by the Allied offensive speed. With the arrival of Erwin Rommel back to the African Campaign, can Axis forces stop the Allied offensive campaign and end there fight for survival? Will the fury of Desert Fox be seen yet again? One thing is for sure, the next battle between the forces will take part in Capuzzo.

Story
January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to break into the airport, steal the blueprints and escape with a Supermarine Seafire.

Objectives
Allies:

1] Escort the Tank past the Tank Tarrier #1
2] Escort the Tank past the Tank Tarrier #2
3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
4] Destroy the Command House wall, the Fw-190 and the Bf-109 with the tank
5] Send a message (takes 15 seconds) for the pilot to land in
6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure the documents
Axis:
1] Prevent the Tank from passing the Tank Tarrier #1
2] Prevent the Tank from passing the Tank Tarrier #2
3] Prevent Allies from constructing command post, to slow down the Allied offensive.
4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
5] Prevent the Allies from sending a signal for their pilot
6] Prevent the Allies from stealing the blueprints and escaping with them

[B]Screenshots

[/B]

Gallery - http://www.hot.ee/smgallery/

[B]Special thanks to

[/B]o-0._.0-o from |>B<| clan http://bunker.aaxxss.com/

Avoc from eft// clan http://www.eft-clan.com/

Shagileo from [Slut] clan http://slutforum.forumcircle.com/[B]Download

[/B]Capuzzo Airport B1

This is the first public beta release, any bug reporting would be great

Map by Sage & Pegazus


(IndyJones) #2

the house in area before the airport still has unclipped floor. you just fall down and die.
sorry, no pics, i’m little busy.


(Pegazus) #3

This issue has been fixed. Please remove any old version of Capuzzo (including Capuzzo_fp)


(Berzerkr) #4

You’re using the wrong texture for the secret docs.
For the sign “Capuzzo Stadt” you can remove the “Stadt” (=City), “Capuzzo” is enough.

EDIT:
Some other things:

  • Wooden textures are mostly not correct aligned
  • For the “Tank-Tooth” (to stop the tank) maybe use this texture: textures/egypt_wall_sd/concrete_m03
  • Tank tracks are not correct aligned
  • Don’t sure if the marble floor fits, maybe another texture
  • The italian flag appears a bit to bright in-game
  • Another roof for the guard house

Finally, use following text for the texture sign_capuzzo_big:
ACHTUNG!
Verlassen Sie im falle eines Luftangriffs umgehend den Flughafen!

All in all, great map you’re working on! :slight_smile:


(shagileo) #5

Congratulations for the release!
It’s a great looking map


(Pegazus) #6

@Berzerkr
Are you getting missing image for the documents?
Thanks for the tips, especialy in the german language, i used a translator. :o
I really appreciate the time you toke in to test it out and give advice for us.

@Shag
Thanks :slight_smile:


(nukits) #7

Really good job sage and pegazus ! Really playable map rlly like it !


(Futan21) #8

From the screens, it looks very nice. I have this up on my server running as the lone map in the rotation if anyone wants to test it there. IP is 8.2.120.155:27960. I can’t test it myself until later tonight, at work now.


(Diego) #9

Just based off the screens for now:

That’s a whole lotta brown.

Perhaps you can make a lighter sand texture similar to the value in the buildings and blend that in with the darker brown sand to add a little variation. Maybe even add some sparse grass texture around the well area and a palm tree or two.

I’ll take a better look at it when I get home from work.


(Berzerkr) #10

@ Pegazus:
No missing textures, but since RtCW is the texture I posted used for the clipboard.
Another solution would be, you make a new model for the documents. Would be enough if you change the pathes to the textures in the current md3 and save it with another filename.
A online translator is so good like me translating something from german into english - You know what’s meant, but the gramar and a few words are wrong.


(Loffy) #11

I tested it. Looks and works really nice. Good job!


(.Chris.) #12

The ending is pretty cool with the plane landing and then taking off again, where did you get the sounds from? I need some for my dog fight map. http://www.youtube.com/watch?v=OgB0mGhmD5E


(Pegazus) #13

@ Futan
Glad you like it , and thanks for hosting it, really appreciate it

@ nukits
Thanks, glad you like it :slight_smile: Hope we can have some fun together in a server.

@ diego
Yeah, when i looked now myself, there is alot of brown. If you mean the first well, then it is suppouse to look like a dried out place. No water = no life. That’s what we had in mind.
Looking forward to hear more :slight_smile:

@ berzerkr
Making a new model would be great, plus it would be good exchange from that old model anyways :slight_smile: Will give it a try.
Hehe, well i did not have any germans around to ask for there help :wink:

@ Loffy

Thanks :slight_smile:

@ Chri1s
The sounds, me and Sage watched alot of youtube movies about planes, and luckily found 2 good videos of Seafire.

Also we had a look on this great site too.

http://www.freesound.org/

If you want, the plane sounds are free to use, as long as you credit S&M Mapping and the sounds/videos original owners, Bradburger and JillianCallahan :slight_smile:

Also, your dog fighting scene is very cool, i like it. Can’t wait to see it in finished touch, will it be like a movie?


(Diego) #14

Speedy share isn’t so speedy.

Frame rate is great.

I think you could use a little more rock cover at the side path from the first allied spawn, and on the main road from the allied CP to the airport.

I see the grass now, it is just very faint. You can push this thicker in the areas that you have it. A little more obvious runway would be nice too instead of just the wide area of dirt. Maybe some runway lights running down the path? You could also use some of those metal plates that were used to create runways back then. An alpha texture with long vertical plates with circular holes in them - kind of rusty in color. Had some of these in my back yard as a kid that my dad parked his car on to keep it out of the mud.

The caves have flat ambient lighting which makes everything look the same. Add some lanterns or cage lights in there attached to some of the beams. It’s particularly helpful to illuminate the general direction in which you would like players to move through the tunnels.

There is a double door at the radio station. If you are like me, I always run straight to the middle of double doors because I expect both of them to open at the same time in the same direction.
I hate getting pushed in the face by doors that don’t do this. You can link these doors together with the key/value of team/teamname. Then make them open in the same direction by picking one of the doors and using the “reverse” toggle on it.

I like the radio objective. Seems a little strange to me that you can’t steal the objective until you use the radio. Afterall, the allies can’t do anything with it. To me, it is actually riskier to call the airplane without the docs because it looks like the axis can blow up the plane after it lands. Well, the docs are right there, but you might be in trouble if you call the plane only to get killed before you can grab the docs.

Seems like that might get frustrating for allies if they have to split their forces to defend the plane as well as attack to get the docs. Meanwhile, the axis can ignore the docs altogether, wait for the plane to arrive and park and then just blow it up.

But if that plane is destroyed, can the allies call in another one? If not then that’s just something that I can forsee becoming a problem. If the allies can call another one, then ignore the rest.

If the the axis only have to blow up the plane once, and that is a problem for the allies, here are a few of options.

Instead of letting the axis blow up the plane, you give the allies a short time like 60 seconds to deliver them to the plane. If they fail, the plane has to take off to keep it safe. Then the allies must call the plane again after a short amount of time and try again.

Or, you could have the plane only take off if the axis plant dyno. That way the axis have to take and active hand in actually scaring off the plane to stop the plans from being delievered.

Finally, assuming the plane is a script mover, you could just load it up on health, like 10000-20000. When the plane takes enough damage to call its “death” routine, have it fly away. After a time, you trigger it’s “rebirth” routine and you can land it again.

On first runthrough, I really like the map. Clean simple objectives, but with some originality to them. I’ll try to get this one up on our work server to get you some better gameplay feedback.


(shagileo) #15

Well allies can always repair the plane when it’s damaged and then deliver the docs


(Pegazus) #16

I wanted to update the link with our homepage one, but our FTP servers are still down.

Do you mean those metal plates that planes used to take off from mud or soft terrain to get better traction?

About caves i agree, players seem to avoid the caves and instead go the most obvious way. So maybe some light, like you suggested should help to fix that.

The plane is repairable by allies, we tried to make this airport area as teamwork needed as possible. Few troopers go to steal the objective, while others defend/repair the Seafire. Spawnkilling should not be a problem, since axis have 4 exits from there spawn. Also if axis want to get some ground back a covert op can damage the CP so allies lose the spawn and axis gain the hanger spawn.
It is a bit strange, but we wanted to make the objective harder for allies.

Thanks, looking forward to hear the review about gameplay. :slight_smile:

Edit: FTP Server working, website updated and so the download link.


(Diego) #17

Yeah, those are the plates I was thinking about. Although since it’s a desert runway, I would probably myself just go with different type of sandy road texture to help define the runway area, or maybe even lift the terrain a foot where the landing strip should be.

If the plane is repairable, that is cool. I was worried that it would be too easy for axis if all they had to do was blow the plane to win.

I’ll try to get this on our server at work soon. I’ve got them doing some final testing on my own map this week.


(Berzerkr) #18

Searched the web a while for “Fort Capuzzo”

Click for larger images

After the british attack:

Fort Capuzzo @ Afrika-Korps.de (3 photos)

Cementary at the road & signs (1 photo)

Clickr for lager image


(Pegazus) #19

[quote=Diego;194366]Yeah, those are the plates I was thinking about. Although since it’s a desert runway, I would probably myself just go with different type of sandy road texture to help define the runway area, or maybe even lift the terrain a foot where the landing strip should be.

If the plane is repairable, that is cool. I was worried that it would be too easy for axis if all they had to do was blow the plane to win.

I’ll try to get this on our server at work soon. I’ve got them doing some final testing on my own map this week.[/quote]

Forgot to mention, we use to have barrels ( cut half from middle ) on both sides of the runway to distinct the landing zone. But after we were getting FPS issues, we had to remove those.
There is a different texture, but very hard to tell difference.

Thanks, can´t wait to hear the review :slight_smile:

@berzerkr
Glad to see you found this. At first we wanted to make the map with the fort Capuzzo included. Allies go through the city (capuzzo) and they would have ended up in a tunnel way (basicly like in fueldump, but different style) But after trying to find info about fort itself, we ended up in a dead end quite fast. So another idea was made, which did not work out too. Finaly came Capuzzo Airport. If you want you can read the whole story here.

Also Fort Capuzzo is shown/hinted in the map itself too.

btw, you found more images of the fort then we ever did.


(IndyJones) #20

i just redownloaded the file, the floor is still not clipped. i just fall down and die.