Den of Lions dual obj map released


(RivrStyx) #1



Its recommended for 40-64 players.
Download: (only have fileplanet atm) http://www.fileplanet.com/dl.aspx?/planetquake/pur3maps/files/denoflions_etdual.zip

few more screens here:
http://www.team-resurrection.net/sitepics/DOL_ET/DOLScreens.htm

NOTE: /set com_hunkmegs 72 (if you get an Hunk Allocation error when loading)

===============================================================
Overview:
The Axis and Allied forces have setup a swap. Each side is acting alone without headquarters knowledge. The allies are to exchange a high ranking prisoner they have captured for a large quantity of gold the axis had stolen in a raid. The exchange is to take place at noon. Each side has decided to abandon the deal because of greed and secure their objectives before the exchange is to take place."

// Allied Objective Descriptions
“Primary Objective:**Destroy Axis safe door to gain entry.”
“Primary Objective:**Defend cell door from Axis entry.”
“Primary Objective:**Steal the gold and get away in the truck waiting at your base.”
“Primary Objective:**Guard the prisoner.”
“primary Objective:**Destroy the axis Command Post.”
“Secondary Objective:**Build the Command Post.”
“Secondary Objective:**Get forward flag.”

// Axis Objective Descriptions
“Primary Objective:**Defend safe door from Allied entry.”
“Primary Objective:**Destroy cell door to gain entry.”
“Primary Objective:**Guard the gold.”
“Primary Objective:**Breakout the prisoner and get him to the Red Cross for treatment.”
“Secondary Objective:**Build the Command Post.”
“Primary Objective:**Destroy the allied Command Post.”
“Secondary Objective:**Get forward flag.”


(pgh) #2

Noooooooooooooooooooooooo dual objectives! Thought no one had thought of that :> (By dual, being, both teams had Obj. to win)


(Loffy) #3

If time runs out, and no team has “scored”, what will happen? Clock reaches 0.00 and the game continues with the clock on 0.00?
// Loffy


(pack) #4

same as in mp_depot or some duelmaps, game just continues? :slight_smile:

on topic: gg! You’ve created some really nice maps for big servers.

breakout the prisoner as obj, sounds like the early ET maps :slight_smile:


(Harty) #5

That is a beautiful map to look at and good fps as well, ive only played with 5 people on it which wasnt too fun but i expect it would be great with a lot more players.

Secondly I want to steal the trees! muhaha. and thirdly, how do you make waterfalls? because they look pretty neat. if anyone can point me in the general direction of a waterfall tut I’d be grateful :cool:

nice work. harty


(RivrStyx) #6

Thx
Its a cylinder patch minipulated to the shape to make it narrow at the top and spread as it falls. Shader makes the water texture scroll. Look for the rs_water.tga in the pk3 for the falls texture.

textures/rivrstyx_organics/l1_waterfall
{
qer_editorimage textures/rivrstyx/rs_water.tga
surfaceparm nonsolid
cull disable
deformVertexes wave 100 sin 0 1 0 1.5
{
map textures/rivrstyx/rs_water.tga
tcMod scroll 0 -2
rgbgen identity
}
{
map textures/rivrstyx_organics/river_m2.tga
blendfunc blend
tcMod scroll 0 -2
rgbgen identity
}

{
		map $lightmap
		blendFunc GL_dst_color GL_zero
		rgbgen identity		
}

}


(kevinski) #7

Wow…I was a little curious as to where RivrStyx has been all this time. Looking forward to playing the map and submitting a critique. :slight_smile:


(RivrStyx) #8

I’m doubt you’ll have nothing good to say as usual when it comes to me…so why bother. :nod:


(PeteSpeed) #9

:cool: Great looking map m8 and omg Huuuge i played it last night and was a lot of fun so well done, great map with some great ideas and effects :notworthy:
Good work :rocker2:


(seven_dc) #10

I had a walkthrough this morning and awesome work. The map is really big and you get lost easily. And the lighting was amazing. little dark time to time but moody. The trees at allied side were a blast. Could I use the tree brances in my map?


Wellbutrin side effect


(Harty) #11

that what I was asking too :slight_smile: they just look much better than the md3 models in the game, and they appear to have really high fps too :nod:


(Chruker) #12

I think this is a bad requirement. Many players can’t understand why and simply don’t do it. Hummer’s raiders map had the same problem. Each time that map came up in the rotation on chigc.com, lots of people were disconnected because of it.

That was despite of a banner text telling people exactly what to do, and despite admin’s and regulars that kept telling people how they should prepare to be ready to play it.

IMO making maps for the public that requires them to make modifications to their game, is as bad as designing webpages that only works in 1600x1280 resolution. Offcause it all depends on the target audience.

Hummers solution to this was changing misc_models to misc_gamemodels. That moved them out of the bsp file. But sadly after viewing your bsp file I can see that you’ve already done that.


(Chruker) #13

I just played the map by myself and also at chigc.com, and each place com_hunkused reported around 50 megs. Since the ET default is 56 is this then still a requirement?


(SiliconSlick) #14

I think this is a bad requirement. Many players can’t understand why and simply don’t do it. Hummer’s raiders map had the same problem. Each time that map came up in the rotation on chigc.com, lots of people were disconnected because of it.

That was despite of a banner text telling people exactly what to do, and despite admin’s and regulars that kept telling people how they should prepare to be ready to play it.

IMO making maps for the public that requires them to make modifications to their game, is as bad as designing webpages that only works in 1600x1280 resolution. Offcause it all depends on the target audience.

Hummers solution to this was changing misc_models to misc_gamemodels. That moved them out of the bsp file. But sadly after viewing your bsp file I can see that you’ve already done that.[/quote]

I’ll echo this regret. Although I have a clue and had no
problem with raiders, others who play at ND80’s appeared
to have a different experience. When raiders required that
setting, the server sat empty. Once the requirement went
away, there was no problem.

On the one hand, it is nice that only those with a clue
can play but on the other hand empty servers suck.

SiliconSlick


(RivrStyx) #15

Thats the weird thing. DOL i got the error locally with hunkmegs at their default. When i put it on my serverand connected… i didn’t get the error. I checked as chruker said …and was below the 56 default. Some of my clan dudes also could play it on the server with no problems with the default hunkmegs. Not sure why i get the error locally and not on the server. I wonder if others get it or just a fluke when i connect locally.
No one else has mentioned the error connecting to the server but thought i should mention it in case in the readme.


(kevinski) #16

Wow…I must say that I was somewhat impressed with the FPS in this map. Honestly, the original DoL maps played quite well on my ancient 64MB GeForce2 MX 400, and this release was no exception. In fact, I probably didn’t dip below 45 FPS the entire time, even with trees (which I normally cringe upon). Screens of my GeForce2 in action:

Note, of course, that I performed a Gaussian Blur (.3 pixels) on the screens to help the JPEG compression. The game is actually running at the highest possible detail, with all effects (with the exception of coronas) to the max. In terms of performace, yes, the map is, indeed, awesome.

However, I came across the same problems as before when trying to actually play the map. I decided to play as the Axis and do a little walkthrough of the map. It took me at least 10 minutes to figure out how to get to the other side of the map, but I was able to make things pass a little faster by finding slightly more efficient means of travel (ignoring some ladders, etc.). As was reported before, the lighting is good, although it’s WAY too dark at times. Even though it’s realistic in some regards, honestly, how fun can it possibly be to play in the dark? Especially if it’s difficult to avoid glare without playing in a pitch black room.

I didn’t test the map EXTREMELY thoroughly, mainly because I felt that simply walking across the entire map was a chore in itself. In fact, my laziness regarding walking down a ladder ended up killing me when I was almost to the First Aid area, ready to return the Axis prisoner. I fell a bit too far and went splat, and I thought, “Oh God, if that freaking prisoner returns to the other side automatically, I’m gonna stop playing, flat out.”

Well, either the prisoner DOESN’T return to the original capture location at all or I was quick enough to recover him upon respawn, because I quickly picked the guy up again and completed the objective. In either case, at least I finished the map.

Anyway, how long do matches with this map last? If the prisoner returns to the original capture point after a certain amount of time, I feel that matches would last an eternity. I’m honestly more into short matches like mp_beach.

One point to make: I didn’t have the hunk allocation error, nor did I have it on any of your other maps (as far as I can remember). As far as technical performance goes, the map is great. Honestly, though, I can’t see myself taking the time to memorize the layout of the map, mainly because I don’t tend to play the game that much. Even back in the days of mp_beach, it took me a while to memorize the map’s layout, mainly due to that cursed basement. :disgust:

Anyway, I guess the map is good for VERY dedicated players, but casual gamers like myself probably won’t care much for the map. Still, it’s nice to see a map that doesn’t chug as a result of poor construction, yet still contains some pretty large (and well detailed) areas.

I’d hafta rate the map 7/10, based on my short experience with it. As I said, navigating the map is a chore for casual gamers, especially due to the dark areas placed throughout the map. Nice use of props (burning trucks, etc.), though. I’m sure they’d server as great cover.


(MadMaximus) #17

i have to say, those are some sweet looking tree’s, and nice on the fps also. i’m going to try to make some and see how it goes.


(diaper eater) #18

yay rivrstix, you never fail my faith in you, hopefully ill see you in the game some day just like old times on dol