Castle Attack Beta 5 Released


(iwound) #41

@ kamikazee . points noted , about the bars, i had too prevent an early end to the map, this was a must. the bars are a little rusty and when the memorial blows they give way… mmm thats the best i could come up with.

PS: Nice secret reference to another game
it is a good secret, even i dont know it! lol been doing this map that long i cant remember. some stuff btw ativates away from the player :???: … .

@ [Cerberus] funnily enough i was expecting the opposite, the map on the x,y is half the size of fueldump. but i know what you mean, what can i say i love exploring, i wanted enough room for cov-ops to infiltrate the castle and suss out defences.

@ Codename Ty , cheers mate, nice rotation.


(iwound) #42

I’v noticed that when the map runs on a server the mxrock texture appears a lot lighter.
Has anyone else noticed this. Its the main texture in the cave and on the tips of the hills. nothing major.


(kamikazee) #43

Is it a custom texture?


(iwound) #44

no its mxrock, seems too lose colour and definition, im thinking its a server setting.
How does it appear to you kamikazee .


(kamikazee) #45

Castle Attack Terrain in ETPro


(die die) #46

nice map
found a couple of bugs for you assuming its still the b1 version that is the newest


(iwound) #47

hi die die, is that leaning into patches? if it is i presume i could clip those and prevent it.
edit … no its not leaning it it? if you know some of your settings i could try and recreate this to help fix ta.

@kamikazee , thanks , i cant load my map into etpro for some reason, or any map ! but if your doing that as local only then its something to do with et-pro. if you have a clean et for testing and run under etmain i’ll presume it goes to the origianl setting. investigation continues …


(die die) #48

only one of the pictures is leaning the rest is jump thru
and its all in the same area

edit:

if you want my script pm me with ur email

edit: i had some serious problems on ur walkway(first 2 pics) it made me go straight into the wall

die die:)


(kamikazee) #49

I made a small script to search trough all my pk3’s, and ti seems that the “Stargate 1945” map has an “mxrock” texture which is brighter then the one in pak0.pk3.

EDIT: It’s at least that map causing your problems. Maybe there are others as well.


(iwound) #50

Cheers die die, i see now, i think i’ll replace those curves with brush work, either that or buy you a new pc. ta!

cheers kamikazee i’ll check that out…

edit … yes that was it. easily fixed. placed original texture in my custom texture dir and changed shaders accordingly. your a star i owe u 1.


(allanon) #51

I have some suggestions to make on the overall gameplay.

  1. The Radio transmitter house is too far of a walk for no apparent reason. Perhaps you can move that house to the curve in front of Tank Barrier 1. Or even better, move it to that little square area by the side entrance pathway. You know, that little area with what looks like the remains of an old building.

  2. The passages in the Castle are DARN confusing. The dungeons and the upper rooms.

  3. In the castle, there is a ladder that goes up into an empty room. Once you go up, it’s extremely hard to go back down the ladder…it seems like the square of space surrounding the ladder is way too small.

  4. I agree, many areas are too dark (like in the castle courtyard and around the church.

  5. Yup, the gates in the dungeon are quite hard to open

  6. Once I grabbed the radio parts, it was difficult to find the way out of the dungeon…

  7. Once the tank moves to the memorial, it takes quite a few tank moves before it gets into position…it seems to do a bit of a dance there.

  8. That stained glass looks great…too bad no action really happens in that church.

  9. It would be great if Allies could also get on the hills in front of Tank Barrier 1. As it is, it seems axis have too much of the height advantage and a very close spawn at TB1. Perhaps lettings Allied snipers on the hillside will balance it more.

Overall quite a good map i think

Allanon


(iwound) #52

hi allanon , thanks for the feed back, i clipped the hill too stop any advantage being gained from using the hill by either side( i didnt want hilltop tennis to break out ) the idea is for allies to come around the axis using the tunnel where the axis take longer too reach the end of the cave ( via the stair-well or hut). but i’ll wait to see how it works with a few people in. ta for the other points i’ll look at them all this week.


(allanon) #53

Ok another update [v]

Some of this might be repeating my prior post, these are just my thoughts after playing it for the 3rd time on a full server.

I’ve played it at Lemmings United (18vs18) 64.60.6.86 and I must say that the game moves pretty well up to the castle. Then it stalls there because it’s quite impossible to grab the parts and make it out of the dungeon alive, then run ALL the way back to the first spawn. Getting into the dungeon isn’t too bad, it’s getting out :slight_smile: After a few firefights, you lose your way in that dungeon and end up walking into the axis spawn with the radio parts :slight_smile:

Also, at the top of the castle (you have a ladder that goes up the side, and Axis can get over the porticullis facing Allied Tunnel). Well, the Axis can get up on those hills on the right and come into that Allied side entrance area. Not bad at all, it would be nice if Allies could get up there too, otherwise, the Axis sit up there and shoot down on the Allies trying to get into the side passage…would add a third way that Allies can get into the castle.

In the castle, there are plenty of long narrow corridors, perhaps remove/super widen some of the corridors and make it more like a “great hall” to go through. But maybe you like narrow corridors :slight_smile: I dunno, that’s just my personal preference, I didn’t see anybody complaining about the corridors.

I did see several complaints about the darkness of the map in some places where players couldn’t tell if they were shoot an Allied or Axis. But most of the map is lit pretty well and maybe that was in your design to make areas super dark. I personally can’t play the map without turning my brightness up.

It’s quite a neat playing map though, some of the areas are pretty fun to attack. Many compliments on the map from the players.


(kamikazee) #54

I’ve walked up on allmost all hills around the map.
Allso note that there’s a small cabin on the other side of the hill you’re describing. There’s a ladder in there, coming from the sewers. You can allso get up there if you get on top of the concrete structure with the capturable spawn in it. Then run on the hills in the right corner, and you’ll be at the cabin.

I’ve noted quite some off-scale things as well, including ladders being quite wide and doors too narrow. Whilst this is a graphical annoyance, it doesn’t hurt gameplay all the time except for those few narrow doorways.


(iwound) #55

Update :

-Tunnel curves removed and replaced with brushwork.
-Tower room access improved
-Dungeon gates improved access
-dancing tank has new dance. !
-wrong texture in cave and on hills fixed
-Bell continuously ringing fixed

Next i will improve access through castle hallways.
Lighting should have originally been a bit lighter but my lightmap was getting bloated up to 20 + mb, tried ambient doesnt look so nice, but it will be improved its just getting the balance right.
Any chance of some demos with a few people in so i can see where the problems are.

just a note. there are 4 ways into dungeon and three out. Im just wondering if people are trying to get in through the sewer where there is an axis gate (need uniform).
Maybe when the routes have been learnt it could improve. escaping with objectives would be best through sewer or north passage stairs. Radio parts are very near the sewer gate. and docs v near north stairs. i might knock up a little map today. to show it clearly and help peeps show me where they think the problems are. i’ll just go and fined my crayons…

cheers for all feed back much welcomed. … []v[]

edit : just played with a few peeps, a lot of lost people, but i can see the frustration at getting to the objectives before tank has blown. i may well remove these bars, even if they’re grabbed early they still have to be returned through enemy lines. 1 major bug, the church bell continually rings, this isnt supposed to happen and is annoying as hell.(fixed).


(Loffy) #56

Regarding the fact that people get lost: I think it not specifically tied to your map (which looks like a awesome, cool and beautiful map). I remember when I released Berserk Te, that old map. People got soo lost and commented about it strongly. Today, the map is almost not played anymore, but it is still in use on some servers. The “labyrinth-feeling” and the comments are gone. All find their ways. Players run back and forth like they live there. Same goes for that other labyrinth map of mine: Darji2.
having said that, I try to put signs in my maps. Signs that tell the players where to go and stuff. Do you have signs in the dungeon? Or do you signs will take away the dungeon-feeling?
//L.

PS One great looking map.


(iwound) #57

Cheers loffy, i’ve put a few signs around, not too many. fixed the bugs and increased lovlyness by 25%. Gonna compile now should be ready tonight. No gameplay changes, i’v decided too stand by my original design.

I remember when I released Berserk Te, that old map. People got soo lost and commented about it strongly.

That was the best part of that map, searching for the nook and crannys. I guess people just look for different things in a map.

(which looks like a awesome, cool and beautiful map)

(passes loffy a £5)

Thanks for all feedback, i’ll put in a full change log.


(Loffy) #58

“-I remember when I released Berserk Te, that old map. People got soo lost and commented about it strongly.”
-“That was the best part of that map, searching for the nook and crannys. I guess people just look for different things in a map.”

About doc carrying maps: There are always the kind of player out there that likes to work more or less alone. A player who logs on, select medic or F.O. and go for the docs. This player wants small hideouts and corners behind crates, to hide in. Just like there are some players who enjoy playing sniper almost all the time. Personally I prefer playing the doc carrying role, or the role of the hero engi (i.e. Caen, last phase when the tank must reach the final position. Lots of allied lead in the air in that area.)
//L.


(iwound) #59

if i had fav it would have to be cov-ops. trying to look nonchelont while wearing someone else’s pants, or the most risky tactic of being an allied cov-ops say and walk amongst the axis while trying to impersonate an axis cov-ops in disguise lol, youd be surprised how often it works.


(stebbi67) #60

Really nice work. There has been put allot of work in to this map :slight_smile:

One comment though, go easy on the tunnels. I’m looking for a new map to replace ROP River because I’m tired of “Where to” when people are getting lost in the tunnels. The tunnels in this map will generate a lot of “Where to” so I have to pass on this one, sorry. Else I would have used it because I really like it.