ET Headshot 2 Beta 2


(kamikazee) #1

This re-conversion undergone some fixes and is ready for testing!

The concept stays the same: 1 arena, 2 teams.
Whilst et_headshot was a total reskin, this one closely resembles the original mml_headshot map for RTCW in looks.
New is that this map has a way of determining which team has won, autoclears the arena and keeps the score. Perfect for those little battles!
Due to the size of the original, the map is best played with 2 vs 2, but any player count could work if you don’t mind the size of the map. Just all get in the pit and press the “duel” button when your team is ready.

Some instructions:
There must be at least one player of each team in the pit to press the “duel” button. The ready light for that team will go on and the countdown wil start as soon as both teams pressed the button. The teams then have 3 seconds before the arena doors open.

The layout can be toggled from the switches on the wall. By default, any team can change the settings as long as no match is going on.
For pubservers, there’s an alternative: the admin may set the “map_eth2_fairlayout” CVAR to 1 to enable the alternative mode. In this mode, only the losing team can change the layout.

The map will stop as soon as 100 points are scored by one team. Since the default time has been lowered to 15 minutes (30 was quite long), there’s another CVAR controling if the timelimit is the default 15 minutes or unlimited.

Simply set the “map_eth2_notimelim” CVAR to 1 to disable the timelimit. Setting it to zero or some other value will choose the default 15 minutes.

Screenshots: (linked, to avoid extra download)
Command map
A shot of the arena
Screenshot of scoreboard and switches, allied side, locked at that time
Screenshot of scoreboard and switches, axis side, unlocked

Downloads:
Primary download

Happy shooting!


(Pytox) #2

Yeay, going to try it out! :banana:


(RToiletman) #3

Woot, another big map :banana:


(kamikazee) #4

Big map? :smiley:
This is probably one of those few maps to be smaller than 1 MB, and still quite usefull.

Anyway, thanks for coming by, I don’t get so much comments nowadays.


(die die) #5

aa nice, had lotsa fun on the previous version, helped my aim quite abit.
im sure ill spend some time on this version too


(Pytox) #6

Yes, its good for aiming practice :clap:


(da*Rogue) #7

I like the changes, great to see another version released :slight_smile: Thanks!


(RToiletman) #8

Woot, another big map

I was making a joke there :stuck_out_tongue: People will never understand Belgian humour :slight_smile:


([Cerberus]) #9

Mmmmm… Chocolate.


(RToiletman) #10

We have the best Chocolate and the best Beer :beer: :clap:


(Pytox) #11

I like the new version :banana:


(VoYthas) #12

v51
v51
v51
/bind o vsay GreatShot Great Map!
o o o o :slight_smile:
Great map! The best map for practice!


(kamikazee) #13

Thank you.
I would like to mention again that it’s not truly my map. The original brushwork/map is made by Gerbil. (See MML_Headshot for RTCW)
I’ve changed a lot though (this includes rewriting the script from scratch), so you’d want to compare it to the original map to know what I did.


(cl4ym4n) #14

Fantastic!

I liked the first version alot, but that the opponent always had to to selfkill to reset the arena…that really sucked…

Found your version, tried it out and loved it from the first minute! :smiley:

Meanwhile i’ve spent days on this map having fun with my mates…
I am planning to start an official 1on1 tournament on this map… :smiley:

Some suggestions for (maybe upcoming) versions of this map:

:: No footstep sound
Like on te_valhalla, so you can’t hear where the enemy is.

:: Free weapon choice
Select a SMG you want… some players like the mp40 more than the thompson… guess you could snip it out of some other maps like e.g. 1944_siegfried)…

:: Winning sound
Would be nice if it could be defined, how many kills are needed to play an ‘Axis win’ or ‘Allies win’ sound.

BTW…the ‘hidden’ score board looks nice…
Why you didn’t use it in the arena?


(kamikazee) #15

Thank you for your interest in my conversion, seems you had some fun with it. :wink:

  1. No footsteps
    I might do this for the regular floors, but I think the wooden elements would still need to make sounds to keep things “tactical”. I’ll see how it works.

One tip: holding the “walk” key makes you move silently as well.

  1. Free weapon choice
    The first conversion had ammo pickups. I did away with them for the reason that you could just camp there and pull a high number of grenades out of it.
    Now, placing weapons outside of the arena might not have such a serious effect. However, picking up a weapon mostly means you pick up ammo as well. So both of you would probably want to stock up on ammo, and I think the game is a little bit more fair if you are actually “punished” with less amo for using the medic class instead of soldier or field ops.
    Regardless, I’ll try to find out if there’s no way to only pick up the weapon without any amo.

Also remember that the Thompson and MP40 are effectively the same weapons. (AFAIK only some realism mods ever changed them to be asymmetric again.)

  1. Winning sound
    That’s somewhat a problem. W:ET’s script commands do not have any “compare” functionality and thus won’t allow to count values easily. Currently you have to do it with a modified serverside script.

  2. The hidden scoreboard is supposed to be shown when the round ends in case the timelimit is hit. In some mods, spectators spawn in there so I might move the scoreboard to the main hall and place one on each side for the axis / allies.


(cl4ym4n) #16

Indeed… :smiley:

  1. No footsteps
    I might do this for the regular floors, but I think the wooden elements would still need to make sounds to keep things “tactical”. I’ll see how it works.

One tip: holding the “walk” key makes you move silently as well.

Yeh, mh…i see what you mean…
But…‘walk’? WTF! When i play with some mates, we are waiting until ‘FIGHT’ sounds and attack sprinting like insane rambos…lol :smiley:

So both of you would probably want to stock up on ammo, and I think the game is a little bit more fair if you are actually “punished” with less amo for using the medic class instead of soldier or field ops.

Surely its a bit more fair, but IMO on this map theres no time to reload - kill or get killed. When my SMG is empty, i switch to Luger/Colt… its quite a bit fast, to reload the SMG, and while the enemy is reloading, i am killing him with my Luger :smiley:

Anyways…i think, if both players know what to do on this map (offensive attacking), it doesn’t matter, how much ammo you have, coz you don’t live long enough to use it… :lol:

Also remember that the Thompson and MP40 are effectively the same weapons. (AFAIK only some realism mods ever changed them to be asymmetric again.)

I know that both weapons are the same - besides textures/sounds - but THAT is the matter, why i dont like the thompson - BECAUSE of the textures and sounds… lol

I think it’s a matter of taste…some like the thompson, some the mp40…

How i said in my previous post…i wanna start an official tournament on this map (still working on the website for it), so it would be no problem to create a small server-pack with default mp40 textures/sounds for BOTH SMGs, but if the player could select the weapon in-map would be a nicer way instead of defining a default weapon…

  1. Winning sound
    That’s somewhat a problem. W:ET’s script commands do not have any “compare” functionality and thus won’t allow to count values easily. Currently you have to do it with a modified serverside script.

Ah okay… np.
Think its easier, to create a sound-pack for this.
Gotta find some good sounds and try them out :stuck_out_tongue:

  1. The hidden scoreboard is supposed to be shown when the round ends in case the timelimit is hit. In some mods, spectators spawn in there so I might move the scoreboard to the main hall and place one on each side for the axis / allies.

Yeh, would be nice, coz it looks better than the simple scoreboard near the switches :smiley: