El Kef competition map - second public release


(Marko) #1

OK, we’ve finally managed to get to something stable, with good performance and that plays well :slight_smile:
Additionnal information can be found here:
http://www.gamedesign-online.com/

The map can be downloaded here:
http://markoweb.free.fr/downloads/et/beta3_1_el_kef.zip

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

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

Ideas, Feedback & Bug Reporting: Lefty, Shazam, Ifurita, Nikita, the Village Idiot, au.Hiroshima
Jtiger, eRRoLfLyNN, Nephelim, ]UBC[ McNite

Map Description:

El Kef is a city taken over by the Axis forces in order backup and cover the Tunisian coast.
An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the
crypted messages of Axis 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 for allies, 2 for axis
  • 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/

Changes since last beta release:

  • teams have been swapped over. Allies are now attacking on this map
  • the defense command post spawn has been removed in order to make it harder to perform a full hold on the map
  • the mg42 nest in the back courtyard has been removed so as to make defense harder
  • the defense back door has been moved to the opposite side of the spawning building (longer run to objective now)
  • several texture bugs and glitches have been fixed
  • FPS have been improved in most areas of the map
  • Mineable areas have been moved around to adapt to the new configuration









(Aborted) #2

cool cool :banana:


(squadjot) #3

looks very cool at first glance… ill download it now


(Shazam) #4

Test @ 193.27.10.26:27960 (no /kill; no panzer; no sk)

or 194.242.112.189:27965 in SW

Well done Marko :banana:


(-FA-Undertaker) #5

The map looks very nice (a bit goldrushish) but it’s wayyyyyy to big to be a suitable map for competitions imo. besides that, there’s too many entry points to set up a proper defense. but hey, who am I :slight_smile:


(Marko) #6

hehe well it does “look” a little large, but I can assure you it plays really well in 3vs3 or 6vs6 :smiley:
Also, when you think about it, oasis and goldrush are way more open and offer far more attack routes than this map :):wink:


([DS]-=Pencil=-) #7

Hy, here is a mirror for this nice Map, go on like this marko: http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=1034


(The Village Idiot) #8

Ok, well I just ran through this release for about an hour an a half, and here’s my report. First I’ll do the ones I needed screens to explain best.


This is located in the main entrance section of the map, in area B0. It’s after you climb up the ladder to get onto the balcony. I have “highlighted” a corner clipping of the wall. When running forward, I always get stuck on this corner, and can’t move forward. In the screen I am trying to walk forward, but am unable to. Normal one would just slide off it, but here you get stuck. So I guess move it back a bit, or round the corner. I’m not a mapper, so I dont exactly know how you’d fix it.


In this section, I’m glad you removed the boxes and replaced it with the wall located off screen to the left. The height of the wall seems nice, but I dont know how it works in play yet. You might want to actually raise it even more, so that it is slightly below head height when standing. My idea was that they’d have complete cover when crouched, but only partial cover when standing. The purpose of the 2 crates I suggested (looks like you put a wooden barrel) was to give the defense something to set up in, but not make it as reinforced and hard to break as it was with the ton of crates.

Now the point in this screen, is that I want you to raise the sky clipping in this area. Currently, when jumping off the ladder ledge, halfway to the crates and the door ledge, you hit the barrier, and then fall to the ground getting hurt. It’s very annoying not being able to complete jump that would normally be easy. It hinders both axis and allies. It also might be goo to raise the barrier above the canopy where I put the x, so that when on top of it, you can complete a full height jump. Otherwise you could remove access to the canopy completely.


In this screen, I am standing on the rail of the level above the ammo and health cabinets. You need to raise the sky barrier here as well, because once again, the jumps are stunted on the rails, the north, south, and west side of the tower, and on the east side when you stand on the top tower ledge. I suggest you raise it to about the level where I put the line. Having your jumping ability stunted in wide open areas sucks, it hindes movment, and “feels” really weird.


   That's it for the screens. A couple things I wanted to note was that I liked how you made it unable to crouch though the village house wall. Or at least I was unable to whenever I tried in this version. I like it because it gives meaning to blowing up the wall. Otherwise people would have just jumped through and went on the build the CP, unless they wanted to xp whore. 

Also, as far as the mines spots go, in the grass areas, its not a problem, but as far as people hitting them, chances are low, except for the palm tree patch in front of the objective building. I think in competition, people would easily learn to avoide them. In pub settings however, the grass spots for mines should work great. Overall I think big places to get mine kills are in the dirt areas, as the offense can easily be forced the run through them.

Finally, in the town hall spawn, I suggest you make more spawn points in it. If everyone spawns in that one room, there will be a ton of bunching and clogging on that door. If you could put a spawn point or 2 in the middle room, so that people could choose to spawn there with /set spawnpt, or people would auto spawn there if so many people were in the server, it would greatly reduce bunching.

Ok, finally, I have just discovered two major bugs. The first is a spawning issue. The axis, can still spawn in the main entrance flag room almost any time during the map. The only time axis cannot spawn there, is when allies control the flag. But, after the main entrance is blown, and the flag disappears, axis can spawn there again. Axis will automatically spawn there after the main entrance is blown if they do not click the town hall flag. As axis, the spawn points are when: /set spawnpt 1,2, or 6 on up.

EDIT: I found that an error I recieved when trying to view a demo of the map through ET Pro is actually a client side error, and I cant view any demos through ET Pro.

That’s all I have for now. BTW, are there any servers that run this map often? Perhaps it would be interesting to get a pub server going that ran this map 24/7. I have yet to actually play this map with other people. I’ve only been able to run through it by myself.


(-FA-Undertaker) #9

I am at work atm, but I want to report another “bug”: There’s about 50 FPS drop if you go up half the stairs at the objective and face towards the side where the objective is located. It drops from 125 (steady) to 7-75. if you want a screenie, send me a pm.


(SPU9) #10

looks realy nice. but there’s a mapbug (or bug from et):

i’ve uploaded the map into my etmaindirector (on my etserver).

i’ve restarted the server and i am logged in as ref.

so i switched in my refmenue and tried to choose el_kef (from the maplist).
but el_kef doesn’t exist.

so to load the map on the server i must typ in the console: /ref map el_kef …

:frowning:


(deej) #11

that only happens if you don’t have the map installed on your pc yet


(Aborted) #12

This map is so cool, great work Marko.