et_mor3


(rambo13) #1

thanks to DC9 im starting on procject et_mor3 aka marrakech streets 3

main changes what im about to do:

Some clipwork so ppl wont get on the roof where they are not supposed to be

Now allies has to take in total of 3 objectives to the truck: the document (current) and take some gas to the truck and a little goldbar

To get the goldbar allies has to take a keycard from the same places where is the secret wardocuments located and take it to somewhere which i havent thougth out yet. there lies a safe what could only opened with the keycard and what includes that goldbar

After securing all the stuff allies must escort the truck back to the location of their 1st spawn (but they cannot spawn there anymore, or else it would get to easy to escort the truck)

After securing the objectives in a truck axis gains a spawn in the caverns, also an additional truck barrier may be added

Allied spawntime will be reduced by 5 seconds to complete the added objectives

i wont give the completion time of the map since i have 3 running mapprojects on my hands and not much extra time.

and now i want to hear your as a player opinion what else should be changed or keep the same


(Avoc) #2

That sounds, very harsh.

The gold is quite easy to camp as it is, especially with all the rebuildable defences/barricades. On a server with 32 players, it will be near impossible for the allies to win with that many objectives in only 30 minutes.


(Magic) #3

Sounds like hard work for allies.
As Avoc says : the objective is easy to defend as the map is now - and escorting the tank from the bridge to gate can sometimes be very diffycult too.
Adding 2 new objectives and escorting a truck all the way back sounds hard.


(rambo13) #4

thats why the allied spawn time is reduced and most maps dsnt have the timelimit on 30 anymore… many have about 40 (u know the thing when u complete some obj u will get like +5 mins) and taking the gold bar to another location means that axis wont be camping on the lab entrance, they have to protect the other obj too… thats my opinion


(Diego) #5

So, with these changes, the allies have to take 2 items from the docs room, the key and the documents. And you are undecided about where to place the gas can and the gold bar with the safe? Decreasing the allied spawn time will help, but that would not change the fact that the docs room is easily guarded. Usually, when Axis lose this map, it is because they get bored and too many go on the offensive leaving the docs room exposed enough for a covert to sneak in.

I think if you are going to remake the map, the biggest change should be the interaction with the docs room. Perhaps set up the key card at the allied spawn. The allies would need to use it to open a security door at the docs room to get inside. So instead of stealing an objective, they have to deliver it. Then they can steal the documents.

The safe with the gold bar can be a satchelable objective like the safe in Raw castle. This can be placed in the building closer to the axis spawn that is in front of that barb-wire fence.

For the gas can, I would leave that objective off until the first 2 objectives are captured. When that happens, switch the spawns back. Axis reclaim their original spawn point and Allies spawn back at their first base. From their they can take the gas can back to the truck and escort it back. Of course, this is a very problematic scenario in itself that may pose more problems than it solves. But again, the spawn time bonus should help.


(rambo13) #6

i had a new idea… maybe making a one way entrance to the lab will help maybe some ventilation shaftfrom where u can get to the lab… but still u need to blow up the main door to get away from there

and the gold in the safe is very easy to steal and take to truck after u have opened the safe vault with the keycard, this i promise :smiley:

the fuel will be definitely the easiest, no barriers or other obstacles, just take medic and kill everyone guarding it, take the gas and run for the truck :smiley:


(stebbi67) #7

Marrakech Streets 2 is one of my favorite maps and I’m looking forward to play Marrakech Streets 3.

Your changes sounds good to me. I find the most difficult task for allies to escort the tank from the bridge to the main gate.

Changes that I would like to see in up coming version is :

  1. More houses/ruins from the first allies spawn to the bridge. It is of cause lot of work but I would like to see more action there and not in so open area.
  2. I also feel that the area between the bridge and the main gate is to open so I would also like to see more houses/ruins there. These houses/ruins could perhaps be out of sight when player is located between the bridge and the first allies spawn point to prevent fps issues.

This is just what I would like to see in the new version.

Apart from that I agree with Diego.


(rambo13) #8

well i could just take some ruins from my other maps and texture it… sounds easy :smiley:
and ive completed 2 rooms in the lab… they perfectly fit in the atmosphere ill let some testers take some pic for ya


(stebbi67) #9

Sounds good and good luck with the new version :slight_smile:


(Diego) #10

Well, marrakesh streets has that new building by the bridge but it is usually camped by axis and not much good for cover for the allies. I’m not sure you really need extra buildings in the open area, but adding another small tunnel on the allies side of the bridge that will lead into that ruined house might give the allies a safer route to the courtyard and the tank. Once an allied fops gets into a safe position, they can rain down artillery on the two axis exits for quite a lot of damage.


(rambo13) #11

some pics about the progress, dont mind the low quality… i compiled with the fasted type for testing

http://www.xfire.com/screenshots/taivar/

start from the bottom of the page from pic which name is starting with Marrakech Streets 3

something strange happaned when i tested, it seems that some radiant bug has F(_)CKED up the constructables and destructables, like the neutral buildable barbed wire barrier gives u electric shock even if its not buildable, and u could shoot the Lab entrance and then it blows up :smiley: , and in radiant the tank is floating in the air :smiley:

and the rotating ventilation blade is not rotating anymore… took it from battery…


(-SSF-Sage) #12

Did you checked your script? Sounds like script side problem? Have you renamed the script file as you renamed the map file? :slight_smile:


(rambo13) #13

lol… now i remember… just before compling i made et_mor3.map file, and put other etmor2 related files also the scripts in other folder, and forgot to copy the script :smiley:

and i even got the fan running :smiley:


(Diego) #14

Not sure if you should put those new nazi posters in there. The swastika is partially obscured, but that kind of thing is illegal in Germany. We do have a lot of european players.

I’m not quite following where all these changes are. Can you post a map view or something?


(rambo13) #15

give me week or two and ill make a video :smiley:
ive finished the structure of the lab, and there were those pics taken too
about the posters, i just used the textures of the poster alrdy used on this map so if they were there before so why thy wouldnt be there now, i dont speak german so i even dont know what those means :smiley:

maybe someone who know german is willing to translate the thing and then take photoshop and edit those pics and put something funny there in english…


(rambo13) #16

ive created some new places around the map, and i got a new idea… maybe leave the same obj for et_mor3 as it is in the previous version, so new version would only have structural changes, and i will make these obj for et_mor4 so ppl could choose what map they use if it gets 2 hard for allies


(Avoc) #17

My clans server is located in germany, and we run Marakesh 2 aswell. We had to edit the pictures out though, because germany is very strict on those sorts of things.


(rambo13) #18

did u do something with the text like covered them or wrote something funny on them in english, if u did the last u can help me out :smiley:


(-SSF-Sage) #19

They put pictures of your clanmates on them right? :confused:


(Pegazus) #20

Hahahaha :smiley:

.Sorry.