Eisfaust Beta......


(DWM|Commando) #41

all first of all i love the base you built. its beautiful. the only problem is is htat it is small in my opinion(the base). i love town maps, so maybe its that inner voice that wants it to be bigger. I dont like hte layout at all. i dont like the fact that the alleis start in a small corner in which there isone way out to a wall and a health cab area. like it could be made more interesting possibly in where hte first dyno wall was was a capturable spawn and a small almsot lookout post. The fact that the water damages also makes me mad lolm but its original. And i didnt even notice hte mai ngate to the base opened , and taht is amazing, it looks very nice, but the entrace to the rocket is right ehind it which i think makes it very esy for alleis to win if a cvy opens the door wiht people waiting outside. my suggeston there would be to make the base bigger.

in all the base is my fav part fo this map. i hate maps that are preyy much purly based on terrain (like hte first half of your map) it ould jsut be me but io dont like it. its jsut a time waster imo.
nicely made, but my suggestion would be to eitehr to make the original allied spawn more “active” with an allied spawn by the big wall, and to make the base bigger.

nice tho… can’t wait to play it on a server!


(Codename_Ty) #42

Thanks for the kind words, but to clear things up,none of what you played was made by myself (or Bassist). That’s all Gadler’s work. He gave us permission to finish the level (due to the fact that he didn’t have the time to do so himself) and make any changes we deemed necessary, other than changing the name.

Yes, the main gate can be opened by a covert, but this gives the covert a major role in the game, which very few maps seem to do. This is not a covert/eng objective but a solely covert task, should they choose to go that route. I’m sure the Axis forces would catch on to what’s happening and attempt to stop it…or at least rush to the rocket for the final stand.

You brought up some good points and we’ll take your suggestions under advisement. Did you happen to try out Axis? I thought I would ask, since the health/ammo cabin (with the radio playing music), actually holds an Axis objective that they need to pick up and bring back to their base before they can launch the V2 (there’s a five min countdown once this happens). The V2 launch from both in and outside (where you can see the majority if not the whole base, is amazing…especially the outside view.

The water is freezing, that’s why it’s taking off health, at first I too, as well as a couple of my friends thought it should go. Now though, I think it should be kept. We’re thinking about fortifying the shore just a little bit on the Axis side with some more dragonteeth (hedgehogs) and barbed wire and fortifying the main bridge. The main bridge and secondary bridges will be made all the more valuable to secure and cross. A secondary objective, such as a generator will most likely come into play, along with power lines in the water and a new cabin or other structure will be constructed to house it.

We’ll see how that plays out.

Thanks again for the comments, keep them coming.


(|WND| Bassist4Christ) #43

Allies DO start out in a corner, but you can actually jump the hill behind at one point. Once you jump it you’re at the secondary bridge. The jump takes some effort, but it’s easier than the fueldump wall jump :). I think we’ll leave it as a secondary exit if Allies get cornered at the beginning. It’s not likely, but it’s possible.


(CooperHawkes) #44

Thanks :slight_smile: (joke for the insiders)


(Gadler) #45

Yes!!! Great V2 Script by CooperHawkes (thanx again)!!!


(Gadler) #46

Thanx. I spend a lot of Time for creating this Building (and the Mainbridge too).


(Codename_Ty) #47

Nice to see you browsing the forums again Gadler. :slight_smile: Thanks again for the opportunity.

Yes, very nicely done CooperHawkes, would have credited that to you, but I don’t remember seeing a readme file. I’ll pm you and Gadler later on today (have to rush out the door) and make sure everybody involved receives ample credit in the Beta 3 readme.


(CooperHawkes) #48

well, it wasn’t my intention to claim a credit… if you like to do so: feel free :slight_smile: if not, then not :wink: it was fun, writing that small part of the script and placing some entites here and there… and the fun was the driving force… as long as it helps to further improve this very good map: fine :clap:


(GyverX) #49

I have been running a server for about a year now and I I was looking for new maps or even old ones I could put in my rotation and I remembered this map from beta 1 and to tell you the truth I still cant use this map. EVERYTHING IS IN A DIFFERENT LAGUAGE.

Sorry

Thought I would let you know :slight_smile:


(ChiemseeMan) #50

Hi Gyver, nice to see you here :banana:

You can look on www.etmaps.de. (I hope you look every day) :smiley:
We have Beta 2: http://www.new-etmaps.de/maps/Eisfaust-Festung_(Beta-2).rar

Briefing Text:
Die Aliierten haben in Deutschland eine geheime Festung der Deutschen entdeckt. Auf der Westseite des Flusses befindet sich die Festung Eisfaust. Berichten zu Folge befindet sich dort die Abschussbasis einer V2 (Vergeltungswaffe 2). Diese muss um jeden Preis zerstört werden. Viel Glück!

The Allies discovered a secret fortress of the Germans in Germany. On the west side of the river is the fortress ice fist. Reports to consequence is there the firing basis of a V2 (retaliation weapon 2). This must be destroyed at any price. Much luck!


(Codename_Ty) #51

Not to worry Gyver. I am in the process of making a new and improved Beta 3 version of Eisfaust Festung. This will include fixing some things in the script, setting a time limit, changing everything to English (with the exception of posters, signage and the map name and putting more spawn points in. Based on some feedback from our friends over at the IT CHI server, I’ll possibly be adding a couple objectives and fortifying a few areas (as well as addressing a few of the problems that were mentioned in this thread).

Gadler made a great map here and he was kind enough to let me have all the source files to improve upon it and finish it up. Feel free to drop by our forums at www.wanderersclan.com and offer up suggestions of what you would like to see.

Should anyone have any feedback, don’t hesitate to post.

Thanks for the interest in the map.


(VoYthas) #52

Hey, the map is great, but i found one bug. Invisible wall. I marked it on this screenshot.

If u need help with textures - voythas@vp.pl

I love textures :wink:


(Gadler) #53

Hmm… this is not a Bug!
There SHOULD be a invisible Wall. Players shouldn’t climb on the Roof!


(thore) #54

Maybe put some fence there… give some visible clue to the player that he doesn’t have to try jumping up there.

It’s like doors:
Door open = I can walk through it.
Door closed = I will hurt myself running through it.
Door open but acting as closed = I run through it and hurt myself… but don’t know why =)

Apart from that… Great Map!


(Sauron|EFG) #55

Thore is correct: nobody likes invisible walls, and it’s completely unnecessary. (I believe there are more of these around the map btw.)

I also agree with Ifurita that size does matter. :smiley: Big downloads has a tendency to empty servers no matter how good they are. Once a map has become popular it’s no longer a problem, but it’s definitely easier for a relatively small map to gain popularity.

Gameplay wise I’ve only found one route to the objective (two if you count team door), and with a 10 second respawn for defense and ~30 seconds from “forward” spawn to the rocket I frankly can’t imagine it being fun for offense. The map does look good though, and if you make some more routes and consider run-times vs spawn times it could become a nice map. :slight_smile: