El Kef competition map - first beta release - need testers


(Marko) #1

I finally decided to make a last map for Enemy Territory since I started to play matches and found the gameplay really interesting. This map is therefore NOT designed for large public servers like MLB map pack maps were. but more for 6 VS 6 and 3 VS 3 matches.

A forum has been opened on http://www.gamedesign-online.com/ in order to gather the feedback and suggestions together. More info on the map can be found on http://www.gamedesign-online.com/

Download link:

http://markoweb.free.fr/downloads/et/beta03_El_Kef.zip

Readme file:

Installation:

extract the PK3 using WINZIP, or WINRAR into your
Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
Territory\etmain)
Run the game, and play.

El Kef - the making of:

Map & Script : Marko

Command map : Burniole

Testing : Burniole, Coniole, Gone, Blanchet, Kennie, Flak

Map Description:

El Kef is a city taken over by the Allied forces in order backup and cover the Tunisian coast.
An axis squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the
crypted messages of Allied defense points.

The map is split in 2 main sections:

  • A first section where the aim is to rush for a forward spawn flag and destroy a main entrance
    gate. This section is similar to the first part of oasis because the flag and objective are close
    and a team door allows an attacking team covert ops to open a direct access to the final objective

  • A second section where the aim is to steal an objective and return it to a truck. There are several
    ways of reaching this objective, and an important one is a command post which provides an advanced spawn
    for the team that sets it up.

Map Contents:

  • 1 neutral command post
  • 3 different spawns per team
  • 1 objective to rob (radio transmitter)
  • 1 extraction point (truck)
  • 2 constructible defenses for the defending team (satchel breakable)
  • 1 health & ammo rack

Note:

El Kef is still in beta stage at the moment. This release mainly aims at getting as much feedback as possible
before planning a final release.

Any bug reporting, suggestions & feedback is more than welcome. A forum has been opened specially for this map
at http://hypulse.sytes.net/


















(Shazam) #2

News on http://www.enemyterritory-fr.com done :drink:

(Marko, tu as mis trop de (gros) screens dans le post, ca s’affiche trop lentement, 6 c’est bien :slight_smile: )


(Marko) #3

hehe translation: screenshots are too large in this post :slight_smile:
-> OK, I’ll shrink them all tonight so the page displays faster :smiley:


(nikita) #4

marko why u stopping everymap of urs is getting better and better

but even the greatest make mastike u got ur /vo/sounds confused allies playing axis sounds and axis playing allies sounds


(Marko) #5

hehe thanks nikita :slight_smile:
Regarding the sounds though, it was done on purpose since ET dosen’t have the sounds I need for axis attacking… A solution would indeed be to swap the teams over :smiley:


(Aborted) #6

I like this map, reminds me of goldrush in a way, similar surroundings and buildings, a job well done Marko :smiley:


(au.Hiroshima>) #7

now this is a real sequel to Goldrush! :smiley:

very nice design & layout, I look forward to playing it. As you mentioned it might be an idea to swap the teams over, the voiceovers do seem out of place and a bit confusing, especially when the command post is built. Not that I don’t like axis on offence for a change, but I think the map may find more acceptance in the comp community if it had a more conventional scenario of allies attacking.


(jtiger) #8

Marko does it yet again. :banana: :clap:


(nikita) #9

marko a question here
i got both rtcw and et , rtcw has many many texture can i combine these or it will take a lot of map space so people wont dl, ? an opinion plz?


(Marko) #10

hehe thanks for the feedback guys :smiley:

I wanted Axis to be attacking in this map but it would be fairly easy to switch the teams over if this is worrying for competitions :banana: My main worry atm is more or less whether this map would fit in the matches or not, and if not, how I can change / improve it to fit in :bump:

Regarding your texture question nikita, I also think the RTCW textures were great and would like to be able to use them all in ET… but they have a copyright on them and they would take a really huge amount of space to store in a pk3 file (several hundreds of MB)


(eRRoLfLyNN) #11

Playing at the Bolthole - 213.200.95.18:27982

:]


(M8DNephelim) #12

hey m8 - so you cant stay off mapping yet? well I am glad as long as you continue. Now get your ass over to you-know-where for a nice evening of you-know-what !! :slight_smile:
cya m8!


(Shazam) #13

Map on Yep Force (France) : 193.27.10.26:27960
(rules : no sk, no panzer, no /kill)


(Marko) #14

wOOt, thanks Nephelim & Shazam :slight_smile:
I’ll have to pop over on the servers to see how balanced the map is. What I’d really like now would be a couple of match regulars to test this and see if it’s balanced for competition matches… Anyone willing to help? :D:):wink:


(]UBC[ McNite) #15

Map is up on our server – The River – IP 83.142.49.1:27960.
Its not running in the rotation but public players can vote for maps :smiley: We ll def have a good look at it.


(]UBC[ McNite) #16

Ok first impressions after a serious walkthrough: maplayout is a bit confusing especially 2nd stage, even after you figured out where u can go. All in all i d say its too much details all around, the general thing could be simplifyed a bit.

Improvement is needed on the objectives and their icons in the command map: village gate and village wall dont show up for allies, you need custom allied images at least. Then you get wrong text messages after village gate has been blown.
About the command map: I suggest taht you separate the first and 2nd stage from each other visually by using a darker color around the U-design of your map. Also the paths that can be seen on the command map r confusing cuz not all can be accessed from where they seem to go (talking about the one path that ends high up on a balcony here).

I think what s worst right now is the amount of spawns… on River i get accused of too many for 1 start and 2 forward spawns for allies which are pretty much linear. But the amount of spawns u have in El Kef is even more and they r not in a linear setup… i guess that could do with simplification as well.


(Marko) #17

hehe well thanks for the feedback McNite :slight_smile:
I think your idea about the command map is really cool… It would indeed make it much easier to learn if the map was kind of split with 2 different colours.

I hadn’t had time to find someone for all the limbo menu custom images but I’ll sort that out very soon, so it’s easier to understand for allies.

Regarding the spawns, is it the spawns in the first section of the map that worry you? Or is it the second section with the command post spawn? :smiley:

Anyhow, thanks for the feedback, it’s really appreciated :slight_smile:


(]UBC[ McNite) #18

Its the lots of spawns… also i dont think you really need lots of spawns because its a very small map. There is barely any advantage/benefit for the allies to spawn at the command post cuz its only 5 secs away from the central spawn (with 2 doors… to prevent spawncamping make the spawn in first floor of the house like on tc_base and some balconies that can be used right away to set up crossfire.
Also I think that the command post should be placed in another place for more tactical importance… like pretty much right between the truck and the docs or in the far right upper corner of the command map. But that s just an idea.

Hm something else I dont appreciate much… for some spots to get there you really have to run through quite some rooms to get on the balcony/ first floor (talking about the one balcony at docs here mainly). Why not making it a simple ladder outside or some jumps? That s easier and more fun to do than running through some rooms being away from the action for at least 5 secs or so.


(Ifurita) #19

Marko, can you give us a little table that shows spawn times and travel times from various spawn points to objectives. One of the key factors will be how defensible each obj is and part of that will be the spawn-travel differentials for axis and allies.


(Marko) #20

ermmm I’m not sure it’s a good idea to spawn allies high up. Doing that would give them an incredible advantage on the last section of the map which would probably result in a full hold on every match.

Also, the main reason why I made that route to the upper balcony quite long is that it’s a position from which you can block one of the 3 allied spawn exits. If it was too easy to reach (not needing you to loose time getting there) it would make camping too easy for axis since they could access a high firing position quite easily.

I’m not against puting a shorter way up there or spawning allies higher but I think we’ll need to test it first to make sure it dosen’t change the balance of the map. (the tests we performed were with clan guys who play a few matches but we only tested in 3vs3… meaning there’s laods left to do :bump: )

@Ifurita: here’s what I came up with

The map starts with Axis spawning in position X1 and allies in A1. This first section is the same as the start of Oasis map: capture the flag to take the spawn, and blow a defense to gain permanent spawn. Once axis blow the wall, they gain permanent spawn in X2 and allied forces are sent back to A2.

From there, there’s 3 different ways to the objective, and one of them is closed off by a wall that needs dynamited. This path leads to a command post area with 2 exits that gives close access to the objective.

At the moment, Allied respawn time is set to 25 and axis to 20.

Finally, the objective is defended by a constructible door that allies can set up, but it can be passed directly by a cov ops in disguise, blown by a satchel, or even trick-jumped (there’s a way to get round that door but it takes time since you need to hop over the balcony nearby… similar to the Oasis old city wall jump, but not so hard)

Thanks again for your time & help guys. I can’t wait to get your feedback on this now :beer: