Coast beta1 [NEW MAP]


(eiM) #1

Today a completely new competition map sees the light of day. I am proud to release Coast beta1 into the communitys custody. The map was designed for the 5on5 format and proved to be great gameplaywise. I’ll be glad for any critique and feedback to improve it within its way to the final status.

Without further ado I present you the Coast beta1 presentation video by phaloid:
http://www.own3d.tv/watch/20993

Testserver
As usual you can test the map on the YCN Hosting Testserver on the following IP:

78.159.96.62:27960

Map download: Coast Beta1 (10mb)

For feedback or any other things you want to say feel free to join #et.mapping.

=) greetz, eiM


(IndyJones) #2

00:47 - beauty.


(system) #3

Thanks for this nice map. Looks great and nice objective.

May i notice 2 things.:

1_For me its a little too easy to get to the object. At the first Allies spawn, on the right side you have to blow up a door to get to the tank but on the left side, you can just walk in.

2_Either i looked wrong but the house with the documents is the same. One door to dynamite, but you can just walk in thru another entrance of the house.

Just my 2 cents :slight_smile:

But really thank you for this map, i will put it in our map database tomorrow. Our players will enjoy to see a nice fresh map again.

Greetings,
Dutchman.


(Diego) #4

Gave it a quick run through.

Not a big fan of using ladders inside regular houses because you are so vulnerable. The one just left of the allied spawn seems especially forced ( an open doorway leading solely to a ladder). Seems like most of the main axis buildings have stairs, but your allied alternate routes inside buildings all have ladders on the path. Not much of a big deal, you have a lot of routes to choose from but ladders are easily camped.

I think the tank is getting too close to the door you want to blow up. Once you put in an explosion effect, you will probably kill the tank driver with it.

What is the motivation behind the choice to use an airplane to blow up the second entrance? I understand for competition purposes you need to keep the time-limit down so you don’t want to backtrack
the tank to blow open a second obstacle. But why not make it a dynamite objective? Are you just trying to prevent the allies from gaining that second entrance until after the tank has blown the first one? Maybe to keep the defenders from having to defend 2 entrances that are so far apart? But this also concentrates all allies into one big bunch to move the tank and they could get easily owned by panzers and artillery in such a narrow corridor.

I can give you better feedback after I play it with others. I like the layout, I think it will be a fun map. The objectives are straightforward and it is really easy to find your way around quickly.

Couple of bugs:
At the MG nest, there is some invisible geometry pushing you away from the gun in the front left corner. I’ve had this a few times myself. Sometimes brushes at an angle will create bad collision no matter how many times you rebuild them.

Inside the big building with the documents, there is a railing on the balcony in the room with the tipped bookcase. The railing is too high, you can’t jump over it to get back on the floor. You have to use the ladder. (This is a good place to put stairs, the room is certainly big enough).


(eiM) #5

I think the tank is getting too close to the door you want to blow up. Once you put in an explosion effect, you will probably kill the tank driver with it.

Yeah people have mentioned that already. Maybe I’ll just let it shoot from more far away and drive on for the anti-air-gun shot.

As you already though of the side barricade is there to seal the second stage of the map. Else allies could just go there and get the objective without ever touching the tank.
The one corridor allies crowd on is a serious issue… need to look into that. Got a few ideas already.

Inside the big building with the documents, there is a railing on the balcony in the room with the tipped bookcase. The railing is too high, you can’t jump over it to get back on the floor. You have to use the ladder. (This is a good place to put stairs, the room is certainly big enough).

I can jump over it… I’ll probably rise the room ceiling a bit. But imo a stair would just take away too much room. Got to see how it turns out.

@ dutchman. Its not about to limit the entrance by barricades at all entrances. The point of having e.g. one satchel-objective to blow is that axis have entrances to defend rather than just allowing allies to go in everywhere from beginning.


(ghostcarrot) #6

Some things i didnt like:

  1. Building on the left when running towards the tank has 3 seats in it pointed at some “window” with no view, whats with that?

  2. Alot of the buildings are empty, they could be nice with some carpet or some paintings.

  3. When leaning out of the room in the axis 1st spawn you can see some ugly looking straight forward hills, just a minor thing but still.

  4. A bit of dirt near the tank and you can place mines? bit unrealistic

  5. Tank barrier construction thing is floating in mid air.

  6. Hill next to the ladder next to the gate isnt aligned with the other.

  7. I dont think FLAK guns are supposed to be placed under a angle. (The gun looks nice though except for the textures)

  8. The ladder near mg nest is sticking out and you can look into the texture

  9. Mg nest has some invisble brushed near them

  10. The boat should (in my opinion) be placed on the land to fix 2 things. Water will stop floating in and out and when you swim under the boat you can look trough the floor

  11. The tree near the docks is floating in mid air

  12. The building with objective has so many textures that look (or are) the same. Doesnt look nice…

edit
13. A bush near a tree at the wooden gate is floating in mid air (High)

  1. Cart near that garage door at 1st part is also floating in mid air
    Map needs work but it could turn into something nice

(Ganjaman) #7

Nice looking map.

BTW how did you fix your tank problem ?

The FlaK 88 was used for anti aircraft and as anti tank gun.
When doubled in the anti-tank role, it was mounted on a versatile base from which it could be fired without unlimbering.


(ghostcarrot) #8

[QUOTE=Ganjaman;204301]
The FlaK 88 was used for anti aircraft and as anti tank gun.
When doubled in the anti-tank role, it was mounted on a versatile base from which it could be fired without unlimbering.[/QUOTE]

Ah yeah ur right, my bad


(nukits) #9

Nice piece of work !
Well done :stuck_out_tongue:


(ghostcarrot) #10

Found another thing,
At the docks (when ur back is pointed at the sea) the right side of the wall is caulked.


(eiM) #11

thx for those reports. Will consider them at beta2.

BTW how did you fix your tank problem ?

as stated in the thread http://splashdamage.com/forums/showthread.php?t=18903 I’ve simply made a static trigger for repair purposes at the point where the tank is starting. This is set invisible once stolen and then the attached one is set default again (which was properly aligned once stolen)

eventhough I notcied this is a general ET problem as you cant steal the goldrush tank from the back aswell but can get it moving later on when standin at the same spot. Strange


(aaa3) #12

i think this is better than the last rocket one :slight_smile: p.s., the banner in the 1st post also very nice.
near the area where there are the stone walls, some of the terrain blocks" sides (inside the terrain itself) aren"t caulked. easily fixable in radiant with a few clicks all at once.

the sea is beautiful. (i mean, how it looks like really infinite, unlike


(varsovie) #13

eiM -
i want to thank You for idea to include video for new map promote than 999 screenshots <- really valuable improvement to let people watch quickly mapper work result without waste their time to download , copy , run game engine …

For this i gave You rating 5 - Excellent , also Your map is cool.

I hope YOu will not be :confused: if i put also movie from my ongoing map TM_LCITY_B5.pk3.
,
I use XFIRE it has:

  • internal movie capture for games
  • decode to MPEG-4 ( 170MB AVI -> 2,5 MB )
  • upload if somebody doesn’t have account in Youtube etc.

What software do You use EiM ?
In the past i checked many software for video capture ( FRAPS payable $$$ :frowning: but how surprised that XFIRE has it :smiley:


(stealth6) #14

try upping the quality on those xfire shots, cause now they are both kinda blurry, the second is better than the first but still blurry.
Also you can go through the level faster.

I’ve also used xfire a few times but my vids are pretty good quality here’s an example:
http://www.xfire.com/video/1c15e2/

you can see the detail quite well on the texures, but it is filmed on 1920x1200

And this is a guess but I think eiM uses adobe after effects for the movie, but basically if you wanna make a movie like that your gona have to splash some money on software.


(eiM) #15

varsovie phaloid the maker of Pick’N’Roll made the movie for me. I guess he records the proper moviemaking way (tga’s or via image.exe or so) and then creates an uncomproessed avi -> sony vegas -> good codec export with megui or so


(Blowfish) #16

Will add this map to our main server, but was wondering if anyone has made 0.66 waypoints for it :smiley:


(stealth6) #17

oh ye, we found a pretty funny bug, if you damage the tank just before it is going to shoot the gate you break the script or something.
We were trying out the map and tis happened the tank didn’t shoot and couldn’t be repaired to game over for our team.


(IndyJones) #18

has anyone noticed the place under wooden bridge at the coast… u can WALK underwater (wich means also shoot).


(DerSaidin) #19

Nice work eim.

I know this map has been through extensive playtesting, should be good for comp :smiley:


(Paul) #20

A real beauty! Will add to the map db this afternoon.
I really like the movie, it’s just so perfect =)

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