ET-Center Beta 5 Released for testing and comments!!!


(d3coy) #1

Ok, as I had earlier posted, I am now finished with Beta 5 of this map. Let me first thank all those who have continued to give feedback on improvements for this map.

Here is a list of changes from the previous version.

Complete rework of terrain-
Caves increased in height to provide more room.
Paths better defined and overall terrain much smoother.

Objectives: (I feel it would be better to just relist them all then just the changes)

Allies spawn at the Allied Spawn Hut (see pic)
Allied Spawn

Thier first objective will be to push into the Depot Yard and try to do one of three things.

First they can try to repair the door controls and open the lower depot doors giving them access to the next part of the map.
Second they can capture the depot flag on the top level and dynomite the upper exit door.

Depot Yard

After securing the depot yard, the allies then move on to one of several objectives. They can dynomite the Storage Entrance (though it gives access to the main complex it will also give the axis a chance to retake parts when stolen.

Storage Doors

Next they can push straight for the Front Gate of themain complex and destroy it with dyno, or around to the side gate (which is buildable in two stages like fueldump fortifications.

Also as a side objective, the allies can build the command post securing another forward spawn.

Once inside the main complex, the allies have one more dyno to plant, or uniform to steal to get inside the control room where the parts are located. They steal the parts and have to return them to the waiting truck visible in the image of the depot yard.

Thats the map…

Here also is a view of the map from overhead:

This is a beta and I am still willing to make some moderate changes tot he objectives. As far as I can tell, the FPS is pretty decent throughout the map and im on a crappy system.

Also, I am still in the process of updating the command map, so the one included with beta 5 is from beta 4 so it does not represent the changes made in terrain but still shows the basic layout of the map.

Ill update this in the final version…

anyhow enjoy the map and post your feedback to me here in the forums.

DOWNLOAD::: http://www.nordik-gaming.com/ftp/decoymud/decoy/etcenter/etcenter_b5.rar


#2

Looks nice, except for the boxes in the third pic :banana: Could you do something with them?


(SPU9) #3

looks good…downloading atm :wink:

will have a look and maybe i can give you some feedback @ end of next week.


(Northerner) #4

here is a download mirror for ya
http://returntocastlewolfenstein.filefront.com/file/;66164

next time, please include a readme file
thanks


(d3coy) #5

i see… i can make you one if you like or you can copy the basics of the post above. sorry


(Stephan) #6

Looking nice i download and played it and its very nice :wink:


(=POW= kenred) #7

Very positive reports from our server. We had it running with little over 50 people and it was great. Some problems with movement while in spec but during play it ran nicely


(Hakuryu) #8

Very nice map.

One thing I would like to see is a little more foliage. Some smaller/different trees and maybe some bushes would add alot to the visuals I think.


(HaB) #9

Yes It’s a nice map.

And also yes please do include a readme file and give credit to the other people who you have borrowed things from their maps such as sound files about destroying the controls and such.

But on the whole good map


(d3coy) #10

Cool, glad to hear that so far so good.

And also yes please do include a readme file and give credit to the other people who you have borrowed things from their maps such as sound files about destroying the controls and such.

That will be included. Im not sure who made those, but i know i got them from Ifurita. Same ones he used in Reactor.

Also if anyone can post an ip address of a pub server running it id like to join up and play some.

And… from other feedback ive received, some are reporting that phase 2 (the push to the storage door and tunnel area) is a tad bit biased towards the axis. If this is the case im concidering locking the upper doors out of axis rear spawn and/or creating a passage that would lead from the depot yard to near the cp spawn hut. But i will be waiting on more feedback for that.


(The Birdman) #11

Great map D3coy, i have it running on my server in a 10 map campaign (ip 212.187.208.13:27960) but i’m normally just running around on my own, very seldom players drop in :frowning: , but thats my problem onto what i found.

I spent a good while running around this and found a few things, i know absolutely nothing about mapping so won’t be describing anything with your teminologly :lol: .

Here’s a few screenshots i took of things i found or have a question about. btw i used photoshop to brighten all the pics and lower the size (kind of over did it :lol:, i don’t use it my son uses it for makin sig’s etc).

  1. Left side of Allied first spawn (left as if you are running away from spawn)

  2. Left side of access 3, i was running from the cp

  3. Found this in a few places, should it look like this ?, here’s two examples

  4. Axis side door to center base

  5. Why is the cp outside the hut, would it not be better inside

  6. I didn’t brighten this one, but thought the tunnel entrance looked wierd with that square dark patch to the left

  7. Not sure if you meant this but if for arguments sake you are well into the time limit, allied have managed to steal the radar parts, but axis get the truck door closed, recapture the flag and blow the control panel, allied have no way back into the truck, not a great idea if the map time is running out as their back to square one “map start”, it means they either have to have a covert with a uni to get in the axis door or player with parts just tries to hide untill the rest of team recapture the flag, rebuild control panel and open the door.

Well there is one way, but it means jumping to the roof beside the flag side exit, im not a great trickjumper, so i couldn’t make it but my son did, he loves jumps. But this is only good if allied have blown this side exit.

Hope that helps a bit, otherwise great work.


btw

If any mappers are looking for testers i’ll be only to willing to spend time looking over there map(s) to help find faults/problems. I Have all day every day to do this, well except for sleep time lol.

Plus i admin/rent a 20 slot server so it could be used for testing.


(HaB) #12

I’m currently running it on my server 3 x 10 map rotations and it’s on my first rotation IP is 63.211.110.224 (The Chicken Bucket).

Riversytx and Tasian (both crazy mappers) play there though Rver only drops by from time to time.

And yes there is a large axis bias once they have the forward spawn as there is only one way to get up to the entrances.

Based on your original map layout opening up a tunnel or access way from the original spawn to the CP area would allow for a more balanced play.

But it’s only been running since sunday and we normally have hordes of axis rambo medics so it still needs some serious playing to workout the attack/defence balance.


(d3coy) #13

Thanks Birdman for your good feedback. Ill have to take some time to make sure i get all those areas that you posted about. Also I already plan to make it so the doors will be secured in the open position when the allies destroy the upper service door.

Below is an image of the old command map with a projected tunnel giving the allies access to the cp area from just outside the depot. I am concidering making another path that would lead from the upper service door area down to this tunnel as well to allow the allies more safe passing. Or quite possible could turn into a dyno cave wall from the first cave section that would allow the allies access to the depot and to the second cave area… but the only one depicted below is the current projected.

Let me know your thoughts.

HaB: Thanks for putting the map into your rotation. I hope to get more good feedback on mostly the game flow as most of the texture and brushword bugs seem to be worked out. To try to balance the the axis biased 2nd phase this cave might help, if not ill have to rework some other stuff… possible moving the axis spawn further into the complex rather than the top room.

Also I have removed the fences in the next release and replaced them with broken walls… should give a little more cover to the allies.

Any other suggestions will be concidered and possibly implemented.

Thanks again guys

EDIT!!! As for the cp being outside, the spawn hut is kidna small i think, so i put it outside… .i might move it inside or build some sort of covering for it… like an awning. I have also been working on a different version of a command post that might be implimented into the final version… we will see.


(The Birdman) #14

Just an idea but what if you trigger the door control build to blow once allied have opened the door, then axis can’t close the door. If allied are stupid enough to rebuild the controls then they deserve to be locked out :lol: :lol: :lol: .

I’d wait for more feedback d3coy before adding a tunnel just after the depot yard to the cp, imo once allied fight there way through and build the cp axis are then under pressure, as they can be attacked from three different directions, if you add an easier route to the cp for allied then axis may as well surrender once they loose the depot yard as they’ll be to spread out trying to guard all three entrances.

@ HaB Imo i don’t think a tunnel from the first original spawn to the cp is a good idea as it would defeat the purpose of allied having to capture the depot yard. If a tunnel led from the first spawn then there is no point of the depot yard and beyond. Allied could just go down that tunnel, grab the parts, come back the same way and skip the whole rest of the map.


(d3coy) #15

well this isnt the first ive heard about the difficulties the allies are having on the 2nd phase. So i think this is something that should be added. If nothing more it will give a little more of a break to the allies on pushing uphill towards the axis spawn, and they will still have to get out of the depot into the open are before entering the cave. So axis could easily see them enter the cave and try to defend on the other end.


(The Birdman) #16

I see your point, axis being on higher ground would have allied caught in a complete crossfire situation and they not able to get anywhere, at least with another route to the cp after the depot it would help in the push by drawing some of axis away to guard the tunnel.


(DWM|Commando) #17

nice work d3coy, long time no see eh?


(d3coy) #18

yes it has been a while… I spent some time over seas so it took me away from everything i used to do… lol… but now that im back, i have plans to release several new maps by the end of this year. :slight_smile:


(d3coy) #19

Also, I suck at command maps, The one you see above was made by someone i can no longer get ahold of. If anyone would be interested in making a command map for this map, it would be greatly appreciated and I would be willing to trade out for maybe some construction or scripting help on your map. Please pm me here if you are interested and I will send you a link to the tracemap and provide whatever else you might need. Thanks in advance.


(Stephan) #20

Realy nice map:D

I was playing the map and found some bugs.

Outside the stealable objects and under the staircase, there is a hole. You can get under your map and you cant go out.

When the allies constructed the door and opened it they can walk to the next steps. but if the axis closed the door you cant bring the objects to the truck.

Without that its a nice map :smiley: