Did you remove all old versions? I was aware of this bug and fixed it, i played the map itself 20 minutes ago and everything was OK at that house.
Capuzzo Airport beta release
i just tried it on pure et on etmain - i just fall down and die because of the height.
I just tested it too, and I have to confirm this.
I’m also missing textures and the command map is not showing somehow, but I think that’s just my problem
Anyhow, the not clipped floor is indeed a problem
EDIT: strange that this problem didn’t occur or wasn’t noticed when we tested it with many players 
http://www.speedyshare.com/881851857.html
Here is a demo, load it up under Etmain.
@Shagileo
Remove capuzzo_fp from your etmain folder. It did occur, after that i had fixed it and we tested again with no problems.
Aaah, ok I’ll try it with removing fp1 , sorry I must’ve overread it :o
EDIT: you’re right I tried it again (also on my mac) and it all works just fine
weird, because i’m still falling, even on pure et. i redownloaded the pk3, and the problem still exists.
Remove capuzzo_fp (that includes old versions from bunker server) from your etmain. It was known that the old version conflicts with the b1. Please remove it from your etmain folder.
Thank you.
Edit: if this keeps happening, perhaps you should try it out on a clean version to make sure it is not your ET itself.
pure et - capuzzo_b1 is the only custom pk3 in etmain (and there is no maps folder etc). i just fall down.
Well, that’s weird indeed, because I played it today on the bunker server together with Pegazus to see it, but no player has this problem. Maybe you shouldn’t be playing it alone xD
You see, it seems like you’re the only one having this problem at the moment. I had it too, but when I removed the fp1 it all worked fine. Try connecting to a server that runs the map and see what happens then
Thank you Manwhore, i believe we will celebrate soon. 
@Diego, any news about gameplay? 
Got to play it today at lunch. Only played it once because of time but we will play it some more. I’ll just give you some random thoughts in no particular order.
I was on Axis. Since I was the only one who had seen it before I had a better idea of how to defend it. But even so, the allies did really well and got to the end where they steal the documents. That first tank barrier was a bit tough for them, but they kind of rolled us the rest of the way to the airport. Little Basterds were good at evading my airstrikes.
I think everyone liked it. That is hard to do on a first play when nobody knows what to do. I did get one comment from a player who though that it was too open. Certainly for 6 on 6 is feels a bit wide open around the town and the airport. It’s a little wierd to be standing on a rooftop waiting to ambush the allies and you start getting sniped by someone you was able to run so far up the hillside that they are really at eye level with you. But probably without that ability, the allies would not have made it past that first tank barrier.
I think you guys have it in mind to play this map with much bigger teams, so I can only give you feedback about what it felt like with a smaller group. But even 6 on 6 the gameplay was fun. I’ll have to play it again as allies to give you more feedback from that point of view.
Damaging the plane at the end worked fine for me. Everyone liked the landing and I think the radio objective went well. Never seen a plane go into reverse though. And the VO for the Seafire is a little chopped up. Nice effort splicing clips from the original VO sounds to make them, but to be honest, it is really hard to understand what they are saying. I fear you may need to polish your acting skills and record some commands yourself.
I found it was pretty easy to score some kills by dropping artillery on the Allied CP house. And then the allies looked like they had a long run ahead of them. A few tried to be sneaky and run around the backsides of the buildings from the cave exit. But once the axis got the hang of defending the documents, we found it pretty easy to get up their and camp that radio room. A few allies tried to lob nades into the windows on us, but it was pretty easy to take them out once we knew they were there.
So I guess I should be concerned that there is really only 1 way into that room. Perhaps you need to make a whole in the roof and allow allies to come in from above?, or perhaps they can satchel the wall to widen that entrance? I don’t know right now. I need to play it more to see if it gets frustrating as an allied player. I also think that the visibility makes players a pretty easy target for snipers. You certainly want to give snipers a chance to waste people, but hopefully not to the point that the map becomes like a total sniper map. Fog is about the only way that I know of to help that, and you can’t really have fog in the desert unless it is a nighttime map.
There was a little bit of confusion at the end of the map, once the tank has blown the radio room entrance, people were still more focused on the tank than anything else. Don’t ask them to read the objective data, that’s too complicated for most peeps
Hmm, if that radio room does become a problem with only 1 entrance, maybe the tank can move to the side to either blow open another hole, or maybe blow up a tower or something like in Caen that will fall over to give the allies a ramp to access the roof?
Anyway, I’m really just speculating on things at this point. I really need to play it a lot more to give you worthwhile feedback. But I will say that I think the road areas in between the town and and the airport are my favorite parts. There is some really nice details here, and because the path is smaller, we got some more intense fighting in this part. You’ve also made some nicely detailed interiors to the buildings. But I think the city and the airport could use some more detail on the outside. Particularly the Airport, because really nobody goes inside any of those other buildings. They just take cover behind them and sprint to the radio building.
I was on Axis. Since I was the only one who had seen it before I had a better idea of how to defend it. But even so, the allies did really well and got to the end where they steal the documents. That first tank barrier was a bit tough for them, but they kind of rolled us the rest of the way to the airport. Little Basterds were good at evading my airstrikes.
Yes, i have noticed that allies have tough time getting past the first barrier, it was moved to a different spot one time but we were not sure if it is the best suitable place.
I think everyone liked it. That is hard to do on a first play when nobody knows what to do. I did get one comment from a player who though that it was too open. Certainly for 6 on 6 is feels a bit wide open around the town and the airport. It’s a little wierd to be standing on a rooftop waiting to ambush the allies and you start getting sniped by someone you was able to run so far up the hillside that they are really at eye level with you. But probably without that ability, the allies would not have made it past that first tank barrier.
I think you guys have it in mind to play this map with much bigger teams, so I can only give you feedback about what it felt like with a smaller group. But even 6 on 6 the gameplay was fun. I’ll have to play it again as allies to give you more feedback from that point of view.
Yes, it feels empty playing 6 on 6. We were more intenting for 10 v 10 battle. Yesterday got to play in a server wich had 48 players. I thought it was a complete mess at first, we were 10 minutes into the game and already i had worries that with such amount of players this map is no good. But eventualy we arrived in airport, with 6 or 5 minutes to spare. Axis won though.
Damaging the plane at the end worked fine for me. Everyone liked the landing and I think the radio objective went well. Never seen a plane go into reverse though. And the VO for the Seafire is a little chopped up. Nice effort splicing clips from the original VO sounds to make them, but to be honest, it is really hard to understand what they are saying. I fear you may need to polish your acting skills and record some commands yourself.
Yes, me neither but the landing strip was too short and we did not want to make the plane lose speed very fast. Only other option was to make the plane stop at the end of the track and reverse to it’s other location.
Those VO sounds have been a real pain to us, making words like seafire and requesting (problem was the “ing” part as no VO had that) were quite hard. It went through our mind yet again to record our custom VO sounds, but with hearing some of the custom VO sounds from other maps we turned that idea down, especially as we don’t sound anywhere near commanders.
I found it was pretty easy to score some kills by dropping artillery on the Allied CP house. And then the allies looked like they had a long run ahead of them. A few tried to be sneaky and run around the backsides of the buildings from the cave exit. But once the axis got the hang of defending the documents, we found it pretty easy to get up their and camp that radio room. A few allies tried to lob nades into the windows on us, but it was pretty easy to take them out once we knew they were there.
So I guess I should be concerned that there is really only 1 way into that room. Perhaps you need to make a whole in the roof and allow allies to come in from above?, or perhaps they can satchel the wall to widen that entrance? I don’t know right now. I need to play it more to see if it gets frustrating as an allied player. I also think that the visibility makes players a pretty easy target for snipers. You certainly want to give snipers a chance to waste people, but hopefully not to the point that the map becomes like a total sniper map. Fog is about the only way that I know of to help that, and you can’t really have fog in the desert unless it is a nighttime map.
Moving the CP house closer to the airport, would be no good, then axis have a blast spawn killing Allies. How about a allied spawn near the cave? So they have a decision where they can spawn.
Allies have actualy 3 Entrances into the documents room. Once the wall is blown by the tank the doors “magicaly” open up and allies can go through the front doors, or back doors too.
There was a little bit of confusion at the end of the map, once the tank has blown the radio room entrance, people were still more focused on the tank than anything else. Don’t ask them to read the objective data, that’s too complicated for most peeps
Hmm, if that radio room does become a problem with only 1 entrance, maybe the tank can move to the side to either blow open another hole, or maybe blow up a tower or something like in Caen that will fall over to give the allies a ramp to access the roof?
Anyway, I’m really just speculating on things at this point. I really need to play it a lot more to give you worthwhile feedback. But I will say that I think the road areas in between the town and and the airport are my favorite parts. There is some really nice details here, and because the path is smaller, we got some more intense fighting in this part. You’ve also made some nicely detailed interiors to the buildings. But I think the city and the airport could use some more detail on the outside. Particularly the Airport, because really nobody goes inside any of those other buildings. They just take cover behind them and sprint to the radio building.
At city needing details i agree, everything is too plain atm. The walls are same and houses have same color. So the city part can get easily boring. But at airport, we are quite to the maximum, if we go more there can be already issues. (imagine 20 players [as we intended for a bigger crowd] some of them throw ammo, running around gun shots, nades and so on can affect the FPS count alot)
Thanks for the great review, looking forward to the allied gameplay 
Well, we sort of played this one again today. Everyone had to get back to work so we didn’t get to finish. Anyway, it was third in the rotation so by this point, everyone pretty much had their skills maxed out.
I played allies this time around and we never got past that first barrier. I think it is really just too close to the axis spawn, too far away from the allies spawn, and almost no positions to cover the dynamite from since the axis can swarm around you as soon as they spawn. It is packed pretty tightly in between two buildings so once the tank gets in the way, it is very easy to mine the left and right side of the tank.
It might be beneficial if it wasn’t so easy to get on top of every roof around there, and have some wider streets. I could have easily had the same problem on Mission One, except the axis has to also guard the spawn flag and that divides their attention. Perhaps if you make the axis spawn capturable, it would take some pressure off of that barrier.
Yes Diego you are right, that first barrier is problematic to allies. Experienced it myself too few days ago. We moved it closer to allies but we were not so sure if it is best location. So we decided we have to do more testing later for that barrier. Hopefully by the beta 2 (final) all that is history.
Thanks loffy for confirming. 