Custom map: "Eagles 2 ways" (beta 2)


(Loffy) #1

Hallo!

The beta 2 version of “Eagles 2 Ways” is out:
http://www.loffy.com/mapping/maps/eagles2ways/eagles2waysbeta2.zip






Allies must:
a) steal document,
b) steal the Bus Fuel (Both fuel and docs are up in the castle.),
c) take document and fuel to the bus,
d) build the bridge (near airfield),
e) drive bus to airfield,
f) take another fuel-can (more fuel!) to the plane, and
g) dynamite the hangar (to escape with the plane).

Axis will fight hard to prevent all this.

Spawn bugs should be gone.
The bus can be damaged.
//Loffy


(Northerner) #2

i cant wait to try out the new map bud and all the new features!
should work out fantastic! i will have it on my clan server shortly

and here is another mirror for ya!
http://returntocastlewolfenstein.filefront.com/file/Eagles_2_Ways;57887


(Loffy) #3

Hurrah!


([***]FrenzyM6) #4

Whoever likes to try it may visit my Server:

85.25.136.208:27960 [***]Legion HQ

it has 24slots, is 100mbps connected and located in germany, continental europe.
the map runs as single-map objective - if anybody has problems give me a messege with msn for example: legionfrenzym6@web.de


(allanon) #5

Nice additions. There are only 2 things I don’t like

  1. It’s pretty hard getting 1 of the things out of that room, it’s gonna be quite difficult getting out 2 of them
  2. Where’s the airplane? :slight_smile:

All the other changes are great.


(Gringo) #6

It looks pretty style, lookin forward to givin it a go.

Do the allies have to have buy bus tickets? :clap:


([***]FrenzyM6) #7

its behind a door you have to blow with a dyno


([Cerberus]) #8

IMO you should bring the sirplane gass to the airplane.


(da*Rogue) #9

Some - hopefully - constructive comments for you Loffy :slight_smile:

I believe an improvement to the first stage would be removing the guard hut, which covers the tunnel entrance.
The first stage is already defensively biased, and this makes breaching the tunnel very hard.

Please change the map so Allies who go via the tunnel towards town don’t automatically get penalised 10hp:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-07-135626-eagles_2ways_b2.jpg

There is no flag icon on the Allied command map before it is captured:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-225348-eagles_2ways_b2.jpg

The ‘sniper tunnels’ could be added to the command map:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-225732-eagles_2ways_b2.jpg

I think some areas are a little too dark:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-231703-eagles_2ways_b2.jpg
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-230900-eagles_2ways_b2.jpg
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-225326-eagles_2ways_b2.jpg

Bouncing Allied players out of the Axis spawn areas is a TERRIBLE ‘feature’ IMO.
Server admins can enforce these kind of rules via mapscripts f they want.
However, I’d be trying to break this entity if I had this on my servers =/
You could try simply bundling a mapscript…
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-231914-eagles_2ways_b2.jpg
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-230205-eagles_2ways_b2.jpg

Even when crouching while opening, this door made a noise - not sure if this is deliberate:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-231336-eagles_2ways_b2.jpg

The building housing the plane fuel could do with some dyno icons:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-231723-eagles_2ways_b2.jpg

This small ‘room’ behind where the truck finally comes to rest seems a little pointless:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-231932-eagles_2ways_b2.jpg

I think the room where the trams leave from to head to castle may be a little problematic.
Firstly, constructable box doesn’t have an Axis mark - many of the contructables are the same…
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-225336-eagles_2ways_b2.jpg

When the pictured door is built, it can only be breached by actually getting into the tram ‘depot’ and destroying the constructable box.
The door itself should be destroyable.
As it is, once the door is built Allies can only get in via the front/river side (which I couldn’t access by myself, needs boost?).
Adding further access to that room via this grate would be good imho:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-225252-eagles_2ways_b2.jpg

If you could change the bus to give a door on either side of the model that would be good.
As is, Axis only need to cover one side of the bus from doc carriers/potential drivers.

Adding another rooftop opening to the bus garage would be good, perhaps diagonally opposite from the one pictured below.
This opening, and the alternate entrance, are both within direct line-of-sight from the castle walls…
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-231431-eagles_2ways_b2.jpg

With mines able to be planted virtually all entrances up into the flag room of the castle, it’s an Axis paradise.
I don’t understand why you also need to have a constructable here as well:
http://www.users.on.net/~rogan/et/eagles2waysb2/2006-03-06-230730-eagles_2ways_b2.jpg

As someone else said, I also don’t really like the idea of two doc runs to the bus. Just the docs is enough imho, with the difficulty as it is.

The limbo menu tells players they have to destroy the bridge, although that’s changed to buliding it ( see objective 8 ).
Also, there may be a ‘bug’ whereby the documents have been taken to the bus, yet the limbo menu does not reflect this…


(Loffy) #10

Hi Frenzy, welcome to the forum. We all love when admins host our custom maps.


(Loffy) #11

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


(carnage) #12

“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.

you could use a cvar to do this so its up to the sever and doesnt require then to use multiple scripts

/set spawnkill 1
/set spawnkill 0

/seta spawnkill 1
/seta spawnkill 0

then the part of the script that controls tossing allies out can be aborted if spawnkill 1


(new_Faction64) #13

Hi Eagles creator,

I’d like to talk to you about your map’s spawning problems, specificly, Allies and Axis spawning at the incorrent locations depending on which part of the map they have suceeded in advancing to. I play on the server called ACI, there web address is: allied.aci.on.ca and we have experienced some pretty bad spawning location issues, please stop by our forums and read our latest thread about it.

Everyone loves your map, but the spawning issues are seriously hurting it. Thanks for reading, I appreciate it.

Yes, I’m talking of Beta2


(DAbell) #14

Multi Post removed


(DAbell) #15

Multi post removed


(DAbell) #16

Loffy

On one of da*rogues points he says that

Even when crouching while opening, this door made a noise - not sure if this is deliberate:

To clarify I thought that doors were only opened silently if actioned whilst holding the ‘walk’ key (CAPS LOCK by default), so maybe this is not a problem.

Woo I’m so helpful I might have just saved you 5 minutes of your life, spend it wisely my child. :moo:

<DJ>


(da*Rogue) #17

To clarify I thought that doors were only opened silently if actioned whilst holding the ‘walk’ key

I have a habit of opening doors silently, and I never use the walk key - I don’t think I even have it bound.

Try opening a door while crouching next time you’re in an ET server =)


(Loffy) #18

Hi guys! Yes, I will try and fix that annoying spawn bug (-s).
About the door, yes, I noticed that it was indded possible to open it silently.
Personally, I open silently by crouching and pressing Use key (I use “F”).
//L.


(Loffy) #19

Hi guys! Yes, I will try and fix that annoying spawn bug (-s).
About the door, yes, I noticed that it was indded possible to open it silently.
Personally, I open silently by crouching and pressing Use key (I use “F”).
//L.