Eisfaust Beta......


(Gadler) #1

Hi…
It was for a long time calm. Now I have finally the first beta version of the “Eisfaust” (ice fist fortress) finished. The principal purpose to blow up and/or start the V2 is now owing to Scripting assistance of CooperHawkes possible (thanks again). It certainly still in or two beta to give, before the final appears.
However this version should be already well playable. Feedback is naturally welcome. Your still error should discover, Mail in the forum.
Here the mandatory Screenshots :slight_smile:













Download (~9,6MB)
http://www.second-unit.org/etmaps/Eisfaust_Festung_(Beta_1_zensiert).pk3


(seven_dc) #2

Another V2 map!! lol
Pics are fantastic. i need to go test this one out. I love winter maps.

Link is borked btw. Here is working one:
http://www.second-unit.org/etmaps/Eisfaust%20Festung%20(Beta%201%20unzensiert).pk3


ENVIRONMENTAL DISORDERS ADVICE


(Gadler) #3

Try this Link:
http://www.second-unit.org/etmaps/Eisfaust_Festung_(Beta_1_zensiert).pk3

Should be work!


(seven_dc) #4

Ok I had a little run around in the map and some notices:

  • The objective descriptions are in german. I do not understand german.
  • My FPS are dropping into 30 and really making my system jerky. This happens near the V2 documents. Some hinting and caulck hulling and fog clipping would help here
  • the Pk3 is huge. Too huge for making it popular I suggest you lower the size… I think you can lower your lightmap scales. now there is 8,6 megs of uncompressed lightmap data. And you can also turn your tga files into jpegs… like the env map. that alone will save you few megs.
  • Near allied command post you can clinb up the hill with sprinting easily past those stones and get to V2 rocket whitout destroying the last wall.
  • the axis are spawning next to rocket. Allies cannot have a change dynamiting it.

Edit: cannot write :slight_smile:


Zx14 vs hayabusa


(Gadler) #5

" the axis are spawning next to rocket. Allies cannot have a change dynamiting it"
Right… to near!

“The objective descriptions are in german. I do not understand german”
Yes…sorry german (yet)

“Near allied command post you can clinb up the hill with sprinting easily past those stones and get to V2 rocket whitout destroying the last wall”
Huh… really??? There is a Clip… i have to make it bigger!

Thanx for the Report… I’ll fix this!!


(FireFly) #6
  • Like Seven_dc already said: All objectives are in German, If you want your map to be played on non-german servers replace it by english.
  • The ‘’'westturn", wich the allies have to construct, should be positioned more towards the river and should have an mg. On the other side of the river the axis have 2 mg’s so I think the allies will have a hard time crossing the river without any backup.
  • Get rid of the Swasika signs and replace them by Axis signs… Some administrators will refuse to host your map if it has swasika signs in it…
  • Some parts of the terrain do have misaligned textures. (see screenshot below)

  • Some places have very, very high r_speeds (near the v2 rocket and at the allied spawn).
    High r_speeds is THE main reason why maps will not get hosted on servers.I realy think that this should be your first priority to fix.


Again these are all just suggestions to improve your map.

.


(Malverik) #7

really nice lighting!

-the tower near V2 sould really get an mg, or at least be a class 2 constructible
-if you fall behind the rocket, you are stuck there!
-i thought swastikas were illegal in germany
-its the first time i see a map with no time limit. Isnt that going to mess up stopwatch or jam servers when there is actualy no players online? Maybe the allies should win if time expires, axis cant launch in time.


(Gadler) #8

Hi There…

“if you fall behind the rocket, you are stuck there”
Fixed… (2 Ladders Build)

“The ‘’'westturn”, wich the allies have to construct, should be positioned more towards the river and should have an mg. On the other side of the river the axis have 2 mg’s so I think the allies will have a hard time crossing the river without any backup"
“the tower near V2 sould really get an mg, or at least be a class 2 constructible”
Ok… nice idea. I try to mount a MG on the Westturm

“Like Seven_dc already said: All objectives are in German, If you want your map to be played on non-german servers replace it by english”
English Version follows…

“Some parts of the terrain do have misaligned textures”
I’ll try to fix it. I had a few problems with EasyGen. I hope, i get that better.

“the Pk3 is huge. Too huge for making it popular I suggest you lower the size… I think you can lower your lightmap scales. now there is 8,6 megs of uncompressed lightmap data. And you can also turn your tga files into jpegs… like the env map. that alone will save you few megs”
I deleted the Lightmapscale 0.2 parameter. The map is now somewhat smaller (~9MB), but the shade is not so beautiful any longer.
I had stored the TGA as JPG. That did not look good by the compression.

“i thought swastikas were illegal in germany”
Yes… (another stupid german law). This was only a “catchifyoucandownload” :slight_smile:
In the future there is the “Eisfaust” only as “censored version”. Without bad, bad Swastikas!

“Some places have very, very high r_speeds”
Yes… i know. This is an non VIS-Compile Beta. I hope -VIS will fix this Problem!!!

New fixed Beta Download (~9,6MB)
http://www.second-unit.org/etmaps/Eisfaust_Festung_(Beta_1_zensiert).pk3

Thanx for the Feedback!!!


(seven_dc) #9

Yes… i know. This is an non VIS-Compile Beta. I hope -VIS will fix this Problem!!!

Have you given VIS any thought before this. Because I think VIS should be included at start of the map so this kind of problems do not rise their ugly heads.
Have you done caulk hulling? Or Hints?

Do not get me wrong giving so much negative feedback. Your map is awesome in visual detail. I just want to help you make it better.

I deleted the Lightmapscale 0.2 parameter. The map is now somewhat smaller (~9MB), but the shade is not so beautiful any longer.
I had stored the TGA as JPG. That did not look good by the compression.

You can save the details in some places like making brushes func_group and adding lightmap scale to it. You can also put the lightmapscale back in the map and little by little rise it… the default value is 1.0 so try like 0.5. Choose what gives you best results with best filesize. Yeah the compression breaks little bit the textures, but you can compress jpeg with little compression so the jpeg artifacts aren’t really problem. Still I like to say that the filesize is part of the problem people will not play customs. sorry offtopic :slight_smile:


Bmw R1150R


(Gadler) #10

“Do not get me wrong giving so much negative feedback. Your map is awesome in visual detail. I just want to help you make it better”

No, no. That is correct. I know, what you mean… Improvement suggestions and tips are welcome (and importantly). The map is not only to please me. I do not see also all errors immediately :slight_smile:

“Have you done caulk hulling? Or Hints?”
[i]The terrain & the brushes are complete caulked. Most the map is detail. But i still have problems with VIS compiling (this Map is compiled without VIS).
If I indicate the parameter VIS, he needs nearly 6 hours and stops with 50%.
Perhaps the terrain is too large (one can see too far).

I think, I will have to work on the map still much.[/i]


(Gadler) #11

How can i fix this. Any Idea???


(Ifurita) #12

Do you have caulk walls running inside of your major ridgelines? That would block a lot of vis

A couple of gameplay notes:

  1. It seems, based on where the axis spawn, that they have absolutely no possibility of preventing an allied plant at the rear wall. If that is the case, I’d get rid of it, since it’s just a delay of game with a foregone conclusion.
  2. You have the V2 manual, but as far as I can tell, they do nothing
  3. You might think of adding move cover the by the back wall and making the axis starting the game at the ammo racks
  4. The CP is a little off the beaten path - I’d make it a spawnable CP. The location would make it worthwhile for both sides to keep control of it
  5. You need info_cameras pointing at each objective

(Gadler) #13

“You need info_cameras pointing at each objective”
Yep… i work on it!

I think i have to add some CommandMap Markers.

Small Solution :slight_smile:
If you hold the documents, go here (Arrow). Climb down ladder, and open the Door. This is the Funkraum (a little hard to find without CM Markers). Afterwards the Rocket must be blown up within 5 minutes.


(Gadler) #14

Looks better now with the Fueldump Shader. My own Shader is incorrect.


(HerrK) #15

Heyho Mr. Gadler,
ignore my guestbook entry…i’m a blind stupid boy! :smiley:

Beta looks fantastic…will test next night if i have time.
See the bunkerceiling become a rocket-hole… :nod:
Finally a good playable little CustomMap! :clap:

(NdK) :wink:


(S.S.Heirpie) #16

Looks great!!!, the only suggestion as a server admin is to set a time limit, thats the only thing thats stopping me from running the map…It has to have a time limit…Id add it but will wait for fix…:slight_smile: other then that Ive been wondering what took so long on this map…

PIE


(Gadler) #17

Ehm… scripting/time/motivation problems :slight_smile:


(Gadler) #18

Too late to ignore. Mail is on the way:)

Thanks. :bump:


(Gadler) #19

I consider myself with the time limit. Perhaps in the next Beta (if the scripting works).


(Ice-Colder) #20

Looks awsome