My new map ET-Atom, with the help of Lowlife.
More info, screens and download @ the link below.
Enjoy.
My new map ET-Atom, with the help of Lowlife.
More info, screens and download @ the link below.
Enjoy.
I put your map in a 10 map StopWatch rotation.
2.60 ver.
Evilbox2XPsave 207.44.237.82:27960
26 slots running etpub mod
Settings limit Rambo Medic action
Server empty during week days, but when clan members return home from work it fills up fast.
Thanks for your time and effort on this map.
What other maps have you done? Any more screenshots that you can show us? I might download this and test it out alone, if I do, I’ll let you know what I think.
You might want to post more/better screenshots, since the only ones right now setting this apart from a ton of other maps is the elevator shaft and the shaft with the pipes in it…I don’t mean to offend you, just offering some advice. You might also want to post a brief description of the map here with the objectives.
Last nitpick, till I test it out, I promise. Why would the allies be flying plans for the Atom Bomb over Europe, especially in '44, seeing as how the bomb was made in Los Alamos, N.M. in '45 if memory serves correctly. I know it’s a video game and all, but I’m partial to historical maps (like Marketgarden, Battle of the Bulge, Normandy Breakout, Stalingrad, etc).
Why would the axis enter HelmsDeep? Why would the allies run around has toy soldiers in Cortexbeta_who? Your right you nitpick
you can NEVER make everyone happy, someone always has to stick their foot in their mouth or give opinions that kinda don’t matter…just like what I am doing here !!!
-Cheers
Well, my major complaint was the lack of description and lack of decent photos on the site provided, which give little incentive for the average person to download/put it on their server.
Their are over 160 plus maps out, cortex_who and Helmsdeep would be way down the list of maps I would put on a server I was running. I play a WWII game to be put in a WWII environment, the lone exception that I enjoyed was LOL Funpark. When you have that much competition, I know I would rather have honest advice and to try and put the best foot forward, than just have people say “it’s one of the best customs I’ve ever played” or some other random “nice” thing and only ever give it one look.
We’re here to help people out and give them honest advice, yes? On that note, I just played through the map by myself and it looks as though it’ll be a very fast and furious game. The use of mines in water is a big plus as far as I am concerned and there was good use of alternate routes in order to help accomplish the objective.
On both the axis and allied bunkers though, in spec mode, there is serious drawing problems (you can see through the allied bunker and the grey void beside it, same goes for the farthest axis bunker).
I think some buttons for the elevator and each floor it has the potential to stop at and either a working elevator or out of order sign, in German, would be a nice touch as well.
Best of luck with future betas/future maps.
Good point.
@ Codename TY
I meant no harm to you buddy, >> I was being sarcastic to my own post. Maybe I should have put sarcastic flags on it, my sense of humor gets dried out sometimes.
-Cheers
Back to topic>>>>
I’m in agreement with |WND| Codename Ty. The screenies are nice, but tell me nothing about your map. A nice annotated command map showing the various routes you mentioned + screenies showing the cool stuff in your map would be a much more compelling sell to a potential downloader or server admin. Any notes about the number of people the map is made for? If it’s a small map, then large pub admins may steer away from it. If it’s designed for 30 minute campaign play, most clans will stay away from it.
FWIW, I’m writing a tutorial on marketing your map, which is a rewrite/reorganization/paraphrase or a post originally authored by DG.
http://www.worldwidegaming.org/modules.php?name=Forums&file=viewtopic&t=15
Map Description
It’s 1944. A pilot transporting the Allies blueprints for the Atomic Bomb has been shot down over Germany. The plans now lie in the hands of the Axis forces, deep in a remote facility. An elite Axis unit has been sent to the facility and pick up the plans and transport them directly to the Fuhrer himself. The Allies must not let the plans slip away.
Allied CP.

Distance shot of the Bunker.

Allied initial Spawn.

MG nest Looking at Allied CP.

Axis Bunker.

Forward Spawn Flag.

Room just behind the Forward Bunker.

Tunnels to the Lift Shaft.

Axis base.

Documents.

And a simple description of the Commandmap, just for you Ifurita !

Map is for around 30 people, i guess it will support a few more too. Action is meant to be fast-paced so the map flows pretty well.
I hope this helped anyone who was still curious.
perfect this will get youre map going looks wicked maybe some helm grass or smthing but it looks cool
Yes, it definately helps. One nitpick, put your command map up front, right after your description, because all of the screenies really provide detail and the command map helps put everything into context.
Well, got a chance to run through it on my own. Visually, it’s very nice. I realize you’re still adding stuff to the rooms, detailing, etc, so no comments on the lack of them. Framerates were also solid. However, I think there are issues that need to be/should be fixed:
CPs. I’m thinking specifically of the allied CP, but it probably applies to the Axis CP too. It’s in a spot that the axis will never contest, so it’s really just a free recharge bonus for the Allies. Maybe it’s just me, but I’ve always believed that CPs should be in a contested location. If the benefits are good enough to fight over, they should be in a position where you will fight over them
Naming. The name of your pk3 is atom_b1 where as the bsp is just atom. I had to look inside the pk3 to find this before I could load it up in devmap
Command map. Download the schaffermod and rebuild your command map using a 512 x 512 tracemap, it will look much better. Also, use lighter greens, I think it will be easier on the eyes
On a full server, I think the allies will be fighting thru one spammy chokepoing only to advance to another one. The first one is the killzone right under the allied CP. There is currenly one path to the dyno door, and that is over a flat, open field. The allies have 2 paths to get there, but both dump into the same killzone. This killzone is covered by 2 fixed MGs and a nice flat roof where the axis can place additional MGs. Engineers can get out and easily plant mines, or they can just stay back and spam rifle grenades.
Once they breach this door and get control of the flag, they have 1 narrow corridor through which to push towards the axis base. This hallway exits into a fairly wide room (the one with the pit + consoles – nice pit btw), which means that the defenders have quite a bit of maneuver space in which to set up a cross fire. You could even put a flamer on either side of the door supported by an mg. Axis engineers with rifle grenades will be death here as they get to bounce grenades down the hallway into all of the allied respawn bunching up.
Anyways, those are some intial observations. In summary, the map looks really nice and is solid FPS wise, but doesn’t do it for me from a gameplay perspective.
Well, thanks for the replies guys.
Ifurita, im taking into account all your points, i realised that the map wouldn’t be fully complete, which is why it is only the pk3 that is named Atom_b1. I could add at least one more corridor leading from the flag room for the Allies. I see what you mean also about the CP’s, i suppose i could move them to a more “contested” area as you so put it.
I did get a chance to play this with about 10 people on the server. The Forward spawn didn’t actually work when the Allies claimed it, for some unknown reason. Probably script related. And i need to add a few more routes to the Docs, possibly another adjacent lift shaft leading to the documens but going in a different direction (if you understand that) ?
But overall i DID re-name the pk3 to Atom_b1, purley for the simple fact of responding to suggestions placed by the community to make the map better. And thanks to the comments ill now be able to do that.
You easily get stuck at the “S” in “Spectator” in the Axis Bunker image. 
I agree with Iffy about choke points, and found the elevator shaft (or whatever it is) especially annoying. 
I have to agree with the elevator shaft. Given the way it’s it structured, it’s really an extra long, easily camped route that could probably be better handled as a set of stairs going down and connecting via couple of rooms (think mp_beach).
Well, i have already changed the Elevator shaft (YES, that is what it’s meant to be Sauron) And have a new route on the second floor up [opposite side to closed door] leading to a vent going directly to the roof of the documents room. I think the stairs idea is cool, but im not sure which way would work out better now. Added some concrete bollards to the outside of the Axis Bunker for Allies to crouch behind. Will probably get rid of the ladders leading to the Roof of that bunker too. Also added an extra route for the allies leading out of the flag room, going two ways {which now includes the Allied Command Post}. God, i might as well just make a whole new map !