Allanon, Cerberus, da*Rogue, Frenzy, Gringo & Northerner thanks for your comments!
“bring the airplane gass to the airplane�
Indeed! I just wanted to… well, I cannot argue against this. I will move it in the next edition, if I remember it. Makes more sense to take fuel to the vehicle, does it not? Thanks.
“The guard hut, which covers the tunnel entrance.�
Makes perfect sense. I never thought about that. Thanks. MGs are very strong in ET. You must place them carefully.
“Allies who go via the tunnel, hard jump, hard landing = loose 10hp�.
Agree. Will try to fix somehow.
“Flag icon, on the Allied command map, for the first flag-pole�
This should be fixed. New players should be able to see the pole in the map. So they know where to run.
“tunnels and new buildings, added to the command map�
Yes. This is a must fix. Need to update the tracemap too.
“some areas, too dark�
Agree. But, eh, that specific picture, 2006-03-06-231703-eagles_2ways_b2.jpg, where is it taken? I have never been inside that roof-room. Must be some hard to find area that Drakir built.
Amazing, you spend hours in a map-file but still miss buildings. An indication of (how dumb I am and) how big this map is.
When I find it, I will fix the light. And those other dark areas. Agree 100 percent. Will fix. Thanks for looking and showing me them.
“Bouncing Allied players out of the Axis spawn�
Here we have different views. I think enemy players should stay out of spawn in big maps on insane large servers like POW’s “Chaos� and “Extreme� servers. (In clan games, it is a different matter. Spawn killing is a part of a winning tactic. But this map is not for clan war, is it? Could be I guess, but I doubt that hard core games would pick it for their leagues.)
Anyhow, if there is another way to solve this problem, I am listening. You said something about server admins and mapscripts. Please tell me more. I have never done mapscripts. In the end, maps should be for the admins and the players. Do not want to build a rigid map that forces something unnecessary onto them.
“Even when crouching while opening, this door made a noise�
That is a huge no no. I just have not noticed that before. Must fix. I mean, that door is pretty significant given its proximity to the objectives. Thanks Rogue.
“building housing the plane fuel (a small hut)�
I made it so that the only way to get to the airplane-fuel, is to drive bus to the end. That small hut is un-dynamitable.
“This small ‘room’ behind where the truck finally comes to restâ€?
Yes, that room is ugly. Must dump some stuff there to make it more realistic. I guess I had an idea about creating a spot for some axis dude. To hide in, to charge the oncoming bus.
“room where the trams leave from� / “constructable box�
I think that constructible door can be satchel:ed and dynamited from both directions. But the construction box stays visible all times. Eh, not good Goofy Loofy. Will try to fix that.
“Adding further access to that room (lower tram station"
I hear you. The Allies should perhaps be able to jump up to the tram station, via a crate or something.
“change the bus, a door�
This is a brilliant idea. There is no reason for having both doors on the same side! OK, in the boring real life. But here, in the map, there should be an entrance to the bus from at least two directions. Otherwise, as you say, the dirty Axis need only to guard one side of the bus. There is nothing that stops putting a hole in the bus-roof.
“another rooftop opening, diagonally opposite (bus-house)�
Another good idea. I never though about the fact that the two existing entrances are visible from the same direction (= easy to cover for the Axis).
“mines able to be planted virtually all entrances up into the flag room of the castle, it’s an Axis paradise”
Well, this is open for debate, I guess. I tried to stop mines near this entrance (notice the metal on the ground): http://www.loffy.com/mapping/maps/eagles2ways/axisblock2ndway.jpg
But, you are perhaps right when it comes to this entrance: http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-230730-eagles_2ways_b2.jpg
Maybe I should remove snow and put metal there, making it impossible to put mines neat that stair.
“why a constructable here?� http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-230730-eagles_2ways_b2.jpg
This is my idea and I cannot blame anyone else. I felt, after playing some rounds, that the Allied Forces just came up via that stair like 10000 ants. Wave after wave! Straight into the Axis spawn area. I wanted to give the axis engineer (like me) a fair chance to stop that ant-attack.
And, this door is satchel:able, which means that the Allies (who respawn after only 20 seconds) just have to run up there (not a long distance from their spawn) and toss a satchel.
My suggestion is that me wait and see how popular that constructible (2006-03-06-230730-eagles_2ways_b2.jpg) will become.
“the idea of two doc runsâ€? “it’s gonna be quite difficult getting out 2 objâ€?
I just wanted to make the map more fun. (2 runs in Goldrush).
I want to keep two obj. It makes the map more fun for the allies. But we can surely move one of the objectives. Docs can stay, but the fuel - where should we put it?
“The limbo menu�
Oh, so much remains here. Will try to fix all those fugezi-messages.
Thanks all!
//Loffy