A beauty…impressive work.
Had a go on it with 2vs2 - had some very good games - promising gameplay.
Thanks for bringing another quality map to the community.
Castle Eltz Beta1 Release
found another one caulk
the zeppelin is way to silent (cant hear him on ground, only when noclipped)
spawnflags 2 is sometimes pissing me off (did u use my way of clipping?)
other than that, looks delicious, not sure with more players.
Great looking map FireFly.
It’s pretty wide open for a few players, once the grate and generator are blown there are so many routes to the teleporter that it would be almost be impossible to defend them all.
I like the randomness of the teleport destination, I found myself in new areas each time I landed.
I did find one door that needs to be cleaned up some - maybe just a stairwell down so the rest of the door is visible.
hey!
Realy awesome looking map, but i found a detail wich is wrong. Its not “Nach” Dorf/Zeppelin/Teleporter but rather “Zum”. Else i have nothing to complain about. I wished i had so much patience to add so much details and stuff. Real great!
Regards CatC
Thanks for all the feedback so far.
just one thing, would it be possible to get a version without swastikas, I can’t run it on our servers with them (they’re based in Germany)
The screenshots showing the swastika on the tail of the Zeppelin are from an older version of the map. The released beta1 version has the wolfenstein logo instead. Unfortunately the flag is upside down - like stealth mentioned.
i noticed 1 thing, why you have the dynamite AND generator symbol on eachtother on the command map?
Indicates that the generator can be blown up with dynamite only ( only the allied team can see this icon, axis team has a different icon) This might be a bit confusing for the allied team, so I’ll replace it with a ‘dynamite’ icon next version.
The houses look great from far but from close you can see how the windows stick out from the buildings. Maybe implicate the windows into texture sheets? though that might be a big hassle considering how the textures are. Most doors on the houses are extremely tall from the height side. Germans are tall but not that tall either. It looks like the people who live here are 2.10m tall.
http://img444.imageshack.us/f/et2010060609583089.png/
http://img683.imageshack.us/f/et2010060609552998.png/
Thanks for your review: There are a lot of windows in this map. So to boost the fps I textured only one side of the windows at areas that players can’t reach, unless in spec mode.
AFAIK proportions have always been a problem with quake3 based engines : In first person the doors have the right dimensions, but in third person it’s just too big. I ripped the doors directly from the goldrushmap source: However mine are indeed 16 units taller and 8 units smaller.
Thanks for the screenshots showing the caulk / hom effect, I will texture those brushes…
you wrote on your marks “nach <place>”
in german you say “nach” for “to austria” or “to New York”
but “zum” for “to the teleproter” or “to the village”
you also just could write “teleporter”, “village” …
So the signs should say: ‘Zum Teleporter’ ‘Zum Dorf’ and ‘Zum Zeppelin’ ? I’ll change that in the next / Final Version.
EDIT: Found a bug. Using the sewer entrance by the big bridge, and going down the corridor to the big cave room, when you are underwater, you cannot see the water from below.
Thanks, I’ll adjust the shader so it will show the water from below.
Its in rotation on B2, but it ended so fast… like 4 mins.
Do not know why, have to defend next time.
Well, I hope not all rounds end this fast! Thanks for putting it on the server…I’ll drop by these days to see how well - or how bad - the map plays.
the zeppelin is way to silent (cant hear him on ground, only when noclipped)
spawnflags 2 is sometimes pissing me off (did u use my way of clipping?)
I noticed the same thing with the zeppelin sound. I’ll add another info_notnull Entity for the sound way below the Zeppelin, so players on groundlevel can here the zeppelin flying over their heads.
Actually, I didn’t use spawnflags 2 for clipping except for the teleporter model: All clipping is done by hand. I did use your method for two ase models that had a weird angle.
: It’s pretty wide open for a few players, once the grate and generator are blown there are so many routes to the teleporter that it would be almost be impossible to defend them all.
EDIT: Even if I still haven’t tried it out with 20+ players, I could imagine that this map simply has too many routes. And though the mapper in me loves the detail, I fear that players might get frustrated.
I want to wait a week or so before I start working on a next version. I have played a few rounds on several severs with mixed results. My findings so far:
- There are indeed too many routes towards the teleporter. It’s far too easy for Allies to enter the courtyard and very hard for axis to defend the teleporter.
I’m not sure how to solve this but I’ll figure something out: Probably delete one route and merge 2 other routes into a single one.
-
Once the Allies have stolen the Crystals it’s almost impossible for axis to intercept the player carrying the objective. Again, because there are too many routes the allied player can choose to go and because the tunnel section itself is somewhat confusing.
-
Allied players are able to jump over the wall leading towards axis spawn - I’m not sure if the server had double jumping enabled, but I’ll have to look into this to prevent spawnkilling.
JAYMOD BUG: Allies can NOT win the map on servers with jaymod 2.1.7 because the Zeppelin is halfway buried into the ground.
I have absolutely no idea what’s causing this. I also don’t know if older versions of jaymod are having the same issues.
As far as I know Etmain, Etpub and Etpro don’t have this issue. I still need to check out NQ servers.
if you find out what the jaymod bug is please give us a shout
I had a similar bug one time, don’t know the solution.
Beautiful map. I have the same concerns about the routes to the objectives. In my experience, when the tunnels can not be represented on the command map, players do get frustrated when learning a new map. Perhaps you could try using a split level command map with the lower map showing the tunnels?
I used a dual level command map on Praetoria one. It works ok. But It can be a problem if you want to display objectives on both levels.
I’ll try to get this one on our server at work. The timing is bad because I’m testing my own map right now. But I’ll make sure we get to play it this week.
maybe this is of use to figure out the bug locally, to test the map with jaymod:
http://splashdamage.com/forums/showthread.php?t=17973
The map works nice with nq, about the short time, defenders where probably just new to the map, and one enemy knew where to… with 2xjump he was fast there I guess.
I later took objective few times, and did actually not deliver it to teach a bit
… so at end it became impossible to deliver it, seems a few axis did go right to the zeppelin to defend… Yet if all allies would help then… it would be easy probably. Less routes… or maybe some emergency gates closing when crystal is stolen, but that wouldn’t work well with current generator concept I guess.
We had a blast on the map… the teleporting and all - great stuff
Thanks you!
I liked the caves actually, after 2-3 times playing the map I found the way easily. Very nice was the water drop sound … hehe love it.
I’ve made some primairy Omni-bots 0.66 waypoints with succes for Eltz_beta1.
Just one problem when I do /bot waypoint_save it saves the waypoints but it doesn’t generate
an “.way” file, I don’t find it in my ET folders ;D Some1 able to help me so I can help the ET community
with the waypoints 
Really well done.
Looking great, good FPS… what else can i say?
(haven’t playd the map yet, so i cannot say anything about objective play)
my compliments (y)
C…
Found this glitch with ET pro. Not sure if we are running the latest version of ET pro though.
The electrical effects textures are not displayed properly. The same thing happens to the candle flames on your skulls in the caves. It looks fine with stock ET.
nice work!
i like the style - maybe little bit more shadows - then its nearly perfect
We had many games on NQ yesterday whitout a problem.
Yes, So far nq servers don’t have any problems with the map.
maybe this is of use to figure out the bug locally, to test the map with jaymod:
http://splashdamage.com/forums/showthread.php?t=17973
After setting up a jaymod (2.1.7) testserver the map had no issues whatsoever. I’ll try to set up a dedicated server next and see what happens.
Found this glitch with ET pro. Not sure if we are running the latest version of ET pro though.
The electrical effects textures are not displayed properly. The same thing happens to the candle flames on your skulls in the caves. It looks fine with stock ET.
I’ve tested this with a etpro dedicated server ( etpro 3.2.6) and you’re right. I noticed a few things:
-
if you join the game during warmup the textures don’t display properly, after warmup textures look fine.
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if you join the game after warmup, the textures are wrong throughout the game, unless there’s is a callvote for either ‘reset match’ or ‘restart map’.
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after a vid_restart in the console the electric & flame textures are completely gone / fully transparent.
Both these textures are actually roq files. The flame was made by Rayban, and is also used in the map ‘pha_chateauCM’.
After testing this map in etpro I got the same result…
Perhaps etpro can’t handle roq files very well… I’m not sure.
I’ll try to find some more maps that have roq files in it and test these also in etpro.
Played the map as allies today. It was a lot of fun, but frustrating at times. On first play, I can see how it would be very easy to roll the axis if they don’t have their game on right away. But once the axis got their stuff together, the map was pretty hard.
I want to play it some more on axis as well as allies to give you better feedback, but these are some initial impressions for you to consider:
This is from a 12-14 player game:
I felt that the Allied CP was too close to the Axis spawn. It is a long run to get to it. You pretty much have to circle left, or circle right, or jump in the water. Two covert snipers kept us at bay pretty well. If you need to remove one of your underground routes to the objective, perhaps use that tunnel instead to go to the CP house from the Allies spawn area? Maybe have a Gate on that tunnel tied to the Generator so the Allies can’t use the tunnel if the gate is shut?
Also, We had a very hard time keeping it operational. And since the forward spawn is tied to it, the allies spent more time fighting over the CP than going after the objective. On the other hand, because the axis were focused so much on the CP, the tunnels were totally unguarded. I had no problem getting to the objective area. But by the time I got there, if one or two axis were guarding it, it could be difficult to get the crystals. But I did manage to grab them several times, so maybe it would not have felt so hard if I had backup from the team.
The axis rebuilding the power generator was a real pain since it takes dynamite to blow it. This caused more of the same issues as the cp - too much fighting to keep the generator down, not enough fighting to grab the objective. I really think this one should be a satchel objective instead.
The teleporting effect is really cool. The random destinations are disorienting, but I like it. It means the person who grabs the objective must think quickly to find the closest escape route. I got chased down almost everytime, but once I get used to the exits, I’ll be able to make smarter decisions to the paths I choose. By the way, I was laying prone on the crystal pedestal one time waiting to see if we would capture it, or if the axis would return it. Once they finally returned the crystals, I picked them up immediately and teleported … But I didn’t fall through the teleport effect. I was stuck in the teleport zone until I stood up. Then I finally teleported out. I kind of like that though. If I stick around in the teleport zone for a while, it might confuse the axis into thinking they lost me. Then I can stand up, and materialize after 10 or 20 seconds and sneak out behind them. But fix it if you must. ;(
The big cavernous chamber filled with water looks really cool, but it is a pain to use that as a route because of how slow you move through it. I wish there were more rocks in there to help you hop across. But I might have a different opinion if I was defending.
Was it just me, or are almost all of the routes to the objective underground? With the exception of getting though at the power generator side one time, all the other attempts to grab the objective were made by going through the caves. I wanted to do more fighting along the streets in some alleyways or what not.
The Allies spawn area is really beautiful with the Church and the smaller Water channel. It is a shame that you only see it to quickly run through that area to the next. It would probably take a major map revision to change it, but I think it would be nicer if that area was enroute to the crystal objective on the other side. I think when I get home tonight, I’ll tinker around with the command map to see how well a cut-and-paste job might work.
Howdy,
i played it totally drunk yesterday with like 30 people and the defend was too hardcore for me but we won.
Really good map … sometimes i forgot to shoot cause i admire the graphics. (like : oh, look…thats nice…)
thumbs up dude and a big thanks for making the map 
Hallo,
i’'m agree with Irata.
The map is very nice, but can you made fixes also for servers with low gravity:
http://www.panzerwarspub.net/screenshots.zip
So i can use it.
Can you also replace green_water with water into center of map, it’'s very nice.