
Bob the tour guide! has been hired
Dont worry defo no more tunnels.
Castle Attack Beta 5 Released
Yes, that is the way to solve it. Time-consuming for the mapper but the endresult is a higher quality and a stronger replay-value from the players’ point of view. Signs are a must in labyrinth:ish maps but they must fit in with the map’s athmosphere. I think the screenshot is very promising.
I’ve sent you the link to a demo I made on the map []V[]. You’ll see that plenty get lost in the tunnels…some guy walked around with the parts for like 3 minutes in the tunnels and ended up walking into the axis spawn

Allanon
Okee Dokee, heres beta 2.0
change-log
- dungeon doors easier too open.
- Signs in dungeon and sewer for lost souls
- stopped bell from looping
- correct textures in cave and hill
- improved lighting
- removed curved walls and replaced with brush-work
- access improved in tower room
- clipped and corrected some brushwork
- some scaling on doors and ladders changed
- removed a tree and some bushes in main area.
oh and unlocked the door in cave for allies to aid flow.
Cave should look a lot better now.
Beta 3 coming soon
Mainly cosmetic changes, but hopefully enough for this map to be accepted.
Concerning the getting lost, i think if people have a couple of looks round this map it’s easy enough too learn.
The distance to the radio aint that far and i’v seen other maps with a similar distance to go with objective.
ta for the demo allanon , hopefully the signs help a little if someones new too the map.
Sorry if i didnt implement anyones suggestions. You can say i told you so later. :blah:
Thanks to the people putting this up on ya server, I’ll meet you all in the castle pub for a round, by the way that pub/bar exists.
seeya round … []v[]
Just to keep one thing clear, I like this map ( except from the tunnels ), I like the fact that someone ( []v[] ) really put a lot of effort to make a nice map like this. I really do. I like everything about it except the tunnels.
Now to be honest regarding tunnels, there are not many people that find it fun to run around in them signs or no signs.
For example if a player is on a server where he has to download a new map, that player will probably not be very impressed with the map if he is running around in tunnels looking for where the fight is.
If a map maker wants to have tunnels in his maps make them really simple.
It is not often that one starts an own server or log in to an empty one to try to learn how a tunnel system is build up. I know that this looks so simple for the person who made the map but for us simple players well it is not so obvious.
I hope that I did not insult anyone, but I should have said this long time ago.
Hi stebbi67, no worries your not insulting it or me by saying you dont like aspects of this map. This map was a learning process for me too understand how to make a map for et from start too finish. I only posted shots of it when it was nearly finished so you couldnt have influenced the design. I made a design and stuck too it. I have made maps on countersrike where i changed the layout as i went along, needless too say it ending up being a mess. I think i can safley say people like the look of it as you said yourself, but some are having problems with aspects of playability. In the end some maps work some dont. We’ll never know unless we try em. When i started this map i understood that it might not even get played at all, but that doesnt matter, because i enjoyed making it and i’v learnt a lot, plus its kept me out of trouble! TBH i thought et would be dead before i finished this. At the moment not many people are even using the tunnels. If they did , taking the objectives would be easy, i’v tried it, most people just run through the main castle gate. Once people start using the the sewer entrance , axis will have too start learning too defend it. But im not being stubborn, i just want to give it a decent period of time and if there is enough interest and someone can come up with a great way of changing it so as too improve it, then im willing too do that. As you may of noticed it is free but feel free too contact the complaints dept who will give you a full refund. (jokin)
I have too say the best insult that i have so far was " if i ever find out who made this map i’m gonna strap a bullet proof vest too them and shoot 'em in the head" lol you gotta laugh… 
Well I’m glad that you take it this way and you are right you should stick to what you done, it is impossible to please everyone. You are really good at what you do so I’m looking forward to the next map that you will make, you know the one with out the tunnel system 
If you want to shoot me then you can join us to night on our public server. There will be 90% of players from Iceland and Sweden so you will probably be stuck between he he he. Just a hint I’m in the SS team.
you know the one with out the tunnel system
rofl
at least thats early enough for the next map.
If you want to shoot me then you can join us to night on our public server
Gladly If you dont mind feeling my steel on your throat.
Gladly If you dont mind feeling my steel on your throat.
We will see about that 
More info http://stebbi.homeip.net/ss/ss.html ( still in the making )
Very nice and detailed map but I don’t like all those tunnels, too
After 30 minutes running around I’ve maybe only seen half of the map (damn, it’s huge!). Some things I noticed:
There are lots of lights without any light source (lamps) which doesn’t look realistic. Example:
Some brush sides of this rail still seem to be caulked:
Looks like this door opens in the wrong direction:
This bumpy floor doesn’t look realistic IMO (nobody will ever build something like it):
My head swims after walking this stairway (too many stair windings and not enough room to move smoothelyIMO) :
Shaderman
I agree with Shader on the last two pics. That bumpy floor sure is wierd when you’re riding the tank…a bit odd but not detracting from the game. The stairway there is quite crazy, something like 4-5 loops and it’s dark as hell…not terribly bad but I’m not sure the # of turns can be touted as a “feature” 
The dungeon looks too much like 1 color…the color of blah. I think it’s not enough contrast or something. I can’t put my finger on it. I suppose dungeons are supposed to look that way though. It is possibly due to the lighting…maybe not dynamic enough (everything seems lit the same way)
I’ve also noticed that nobody seems to use the tunnels…perhaps make the location of them more noticeable. The tunnel system is actually quite well done and looks great I think…it’s a shame nobody has been battling in there. I love how you formed the rock outcroppings.
I still see a bit of a holdup at the Allies Bunker position because of Axis running around the hills. They’re able to arty the Allies exit pretty well from up top…2 fdops can kill most Allies leaving the spawn there. So I’m running out of the Allied spawn and getting shot at from both sides of the hill+on top of the porticullis + the tank courtyard+Axis on top of Allied bunker+arty. A simple fix might be a ladder or wide stair to the top of the Allied Bunker.
You know what might be interesting is if you can run OVER the entire bunker from TB1 all the way over to the Allied spawn exit. Kind of like that middle area in Over the Top. This allows Axis to get back to defend parts and allows Allies a wide alternate route to get out of the spawn. Could also add some interesting Covert Op opportunities. A battle over the bunker would be kinda cool, perhaps even put the tunnel entrance there somewhere. This would give the Axis a chance to get the parts back once they’ve left the Castle. Right now, as soon as parts leave the Castle, it’s pretty much home free.
Beta 1 is still running well on the server…people love the map, it’s the ending that they don’t particularly enjoy. Great design on the first part, Axis are starting to counterattack Allies into the first spawn so we’re getting nice battles in the first area village. I agree, don’t change anything there.
I have to disagree I like the flow of the floor and have seen in many times in floodable areas.
You might see this floor in dams but they do have multiply grates at each level.
thanks shaderman i’ll note all those for the future.
hi allanon,
You know what might be interesting is you can run OVER the entire bunker from TB1
yes maybe a little tunnel on the roof going through hill.
Right now, as soon as parts leave the Castle, it’s pretty much home free.
the idea is that axis can leave the castle through the dungeon gate in the sewer, through the cave into the village, maybe lie in wait , maybe plant some mines or maybe just set up camp. i purposly left an access route for axis to enter village. With no allies in sewer/cave it should be a breeze, plenty of places too hide. Possibly some kind of direct access too sewer for allies would help. maybe if i make em spawn there and force em in lol (jokin).
There was an incorrect texture on dungeon ceiling so beta 2 fixed that, may look better too you now. nice too hear changing tactics as people learn the map.
There are 3 thumbs.db files from your pk3 which Windows creates for image previews. You don’t need them in your pk3
They’re located in models\mapobjects\Skeletons, models\multiplayer\secretdocs and castle extures\ken.
If anyone wants to suggest another route to add you can use this pic too show me…

Heres a possibility a couple of passages where the yellow is.

also maybe if i made the sewer gate destroyable by either satchel or dyno.
Here’s the tunnel access idea. From the top of the bunker, Allies can enter the existing tunnel found in the 1st spawn. Axis also have another chance to get into the tunnel through the top of the porticullis. So if the docs get stolen, Axis can run into the tunnel to try to retrieve them. Allies, if they can fight back the Axis can take over the top of the Porticullis.
Also, it might be good to move the ammo cabs over to the side exit of the allied spawn, not that front gate.
A Dyno plant on the grate sounds good, that way Allies can’t sneak in too early without teamwork.
I didn’t know where the original tunnel was so I guessed it, the new tunnel would merge with it.

cheers allanon,
From the top of the bunker, Allies can enter the existing tunnel found in the 1st spawn
i may of misunderstood you there because i think you can already do that.
A door in bunker spawn - a set of stairs leads too the cave.
A is the bunker and stair-well down to cave and sewer etc
like i said i may have misunderstood. maybe you mean an extra route more direct.
I think i will remove the wall at the bunker to reveal the stair-well and make it obvious.
maybe another route from the main tunnel directly out side spawn into cave. will do the same thing but help less adventourous et’rs. keep suggesting, we’ll have this lookin like swiss cheese lol.
You understood me exactly
Heheh, yah, it is not obvious at all because I’ve never seen it and I’ve played this map about 20 times already
I didn’t know there was a route into the caves there. Maybe you can make it more obvious by putting it on the first floor of the spawn. Like a huge blown out hole in the wall with contruction signs. Basicaly have the premise of “unfinished Axis work” or make it a dynamite objective to access the sewers. If you want to make it more interesting, add another Axis spawn in that side path area of the Castle. Then, there will be a fight to dynamite that wall. Once the wall is dynomited, The Axis spawn is removed and Allies permanently own the forward spawn. This would make a pretty nice fight in that cool looking bunker. If you decide to add a fight to the bunker, it’ll probably need more structures/boxes, crates…extend that railway all the way front and back and add a walkway going side to side (you can have axis enter here as well to defend dynamite wall and later allies can use it as the side exit and roof access), etc.
I dunno but make it large and noticeable as allies exit their spawn because I haven’t seen anybody use it. Only a few people I’ve seen run all the way back to the 1st spawn to go into the tunnel 
I still like the idea of getting on top of the Allied spawn to give the front/side exit people a little more leverage against the height of the castle. The side exit would be great as long as it’s far back enough from the front gate that the axis can’t see you using it until you get onto the side of the hill.
It would be good if Axis can rejoin the tunnel somewhere aside from the dungeons. An entrance somewhere around the porticullis since that’s where most Axis seem to hang out. Would make the trip back to the radio transmitter more exciting once you’ve outrun the people in the dungeon. Kind of like in Radar, if you grab the parts and go throug the side entrance, Axis have 1 more chance to get the parts back at the truck.
So far with Beta 1, it seems like the first part past TB1 and capturing the spawn takes about 10 minutes, going through the bunker with the tank takes about 1 minute since there’s no resistance. Then about 10 more to move the tank into position. The remaining 25 minutes are spent trying to get the docs. The 25 minutes of this is too long, about 10-15 minutes in the final stage might be better. So stalling the action in the bunker for 5-10 more minutes will keep players from getting bored.
I didn’t know there was a route into the caves there.
or any1 else. With people struggling to find normal routes, at this rate it’s going to be years before anyone discovers the secrets of the clock, tapirs and hidden pictures in glass stained shadows. oops.
Like you thinking about the castle gate route.Could be short. possibly where that guard hut is. That should bring em near the CP. anything that helps bring axis up to the village as that was the idea. cheers
Oh yeah the times need sorting i think defo too long on last part, maybe just shorten map time by 10 mins.








