ET: Simpsons map shots!


(MadJack) #241

Got DST here too so it stays the same :smiley:


(Sippenhaft) #242

DAM :bash:
Im sorry I missed the test, hopefully youll have another so I can come on by,

Also, we still are willing to take the final in our rotation if you want! :clap:

Steve


(ThompZen) #243

It was a pleasure to test your map Maggumaster :banana: .

The thing I first discovered in the map was that it is hard to see other players from a distance…And I really hope that you can make the Simpons house a little larger so I don’t get stuck all the time when spawning.
Other then that there are some smaller bugs, but I will wait with posting them until MadJack has posted his bugslist.


(Mr.Bandula) #244

Some Suggestions:

Second Allie Respawn is not covered
Might be easy for Axis Artillery and Snipers.
Maybe it´s enough to move the Spawnpoint a bit.

The end of the road is too close to the truck
At the beginnig their is a lot of action around the Simpson House. I found it weird when I ran against the invisible Wall, especially in a battle Situation. I think it would be ok to move the end a bit an simply place a Pit with a “Road-Work” Sign or something like that.

Axis Spawn
I´m still not comfy with the Axis Spawn Point right next to the Plutonium. Unfortunatley I don´t know a better place. I´m afraid that the spawn situation could make it too easy for Axis Camper. So i recommend something to get them out of there, like a command post, a flag or something else. Maybe in one of the Shops around the Townsquare. Not the Spawn but something to lure them.

Simpson Spawn
I guess it´s not easy to make the complete House bigger, so I recommend to place the Spawnpoints behind the House in the Backyard. Leave the CommandPost in the House so it still will be a part of the Game.

Overall, the maps looks great and testing was much fun. I really like all the details and the “Eastereggs” waiting do be discovered. I like the Truck and the Models and the Idea with the Dynamite. The Endsequence with the Truck leaving town is fine, and their is still so much to mention, but since we are talking about GAMEPLAY testing, I will save my applause for the right moment.

One more thing. I miss some jumpable Objectives. Don´t know how to discribe it. Just some boxes and stuff like that, which makes it possible to jump faster through the Map or to reach some extra places. The way to the roof with the MG is an good example - more of that please.


(elcohne) #245

One of the bugs that I noticed was I was on the staircase in the Simpsons house, and outside someone threw an airstrike and I died, also near the axis spawn there is no floor after you blow the bus.


(knuckles) #246

I hope this map gets out fairly soon. It sounds awesone… :clap:

too bad i missed the map test tho…


(Maggumaster) #247

damm, I just found out why the sounds didn´t work when u get the plutonium. It wasn´t my fault! I copied the stuff from the goldrush.map and changed it for my map. btw, the goldrush.map file comes with the gtkradiant 1.4. I did not produce the bug, it was already in the goldrush.map! At entity 1200 (goldcrate; team_ctf_redflag), there is the scriptname missing! It sould be “gold_crate”. Without this key/vaule, the gold counter and the sounds don´t work right. I don´t know if the crew of GTKradiant or Spalshdamage produced this. BUT PLEASE FIX THIS! This .map file is the important source for all ET leveldesigners.

btw, there is a second beta test next sunday. So please write me an e-mail if u want to join the test.
email: Maggumaster_1@hotmail.com

greetz
Maggumaster


(I.C.Wiener) #248

i hope it released soon
i cant wait any longer


(Maggumaster) #249

Looks like i have a new problem… Compiler spits out this: MAX_EDGE_LINES
I looked around in this forum and found a solution: I should change most of the detail objects into models. This would also increase the performence. Well, so I´m gonna do this. The problem is that this will take some time. So there will be perhaps no betatest on sunday…

One other thing is, that i´ve tried to convert some flowers to ase with q3map2 and the -convert switch. Looks like it doesn´t like the rotated patches in the file. So i scaled them and put them in the map as they are, without conversion. Could this produce the error?

greetz
Maggumaster


(Maggumaster) #250

I´m on converting some parts of the map into ases and then perhaps to md3. But this -convert switch in the q3map2 seems to work not as good as i want it to.
For example, i wanted to convert a hydrant to ase. So i grabed the hydrant in the editor, put it into a new map file, at the center of the map. The vertexpoints are all on the grid. I run bsp, works fine, and then i try to convert. But the ase only includes the materials, not the meshes. I don´t understand this, because it worked all the time, even with patches. Can anyone tell my why this happens?


(Maggumaster) #251

I´m sorry, i wrote pure bulls**t about the q3map2 -convert switch. It works great! U only have to compile ur map with “bsp -meta -patchmeta” and then convert to ase. Then the curves are also converted. Even the ones which are not on the grid, because they were scaled/rotated. Great work ydnar! Great compiler/converter! I think in this case there will be a beta test on sunday!


(Fusen) #252

sunday =O looking forward…


(alanjuden) #253

Hi, I’ve been following this thread for a while, and I was just curious how the beta test went on Sunday…if you guys even had it. Next time that you’re beta testing, let me know if you need more people.

Thanks


(Maggumaster) #254

Springfield Public Beta released!
Get it from:
http://www.maggusoft.de.vu

The website and the map are still beta g
I didn´t change much from the closed beta. I fixed some important script bugs and so on.
I hope you like it. I know, gameplay is still not perfect but hey, it´s a beta.
Read anything else in the readme.txt

btw, the banners can´t be displayed, because i don´t have any. I will add them this week.

greetz
Maggumaster


([AE]HawkeyE) #255

FINALLY! :banana:

:drink:


(alanjuden) #256

Nice job Muggmaster, I enjoy the map very much. I think the details are awesome. The only thing that I’ve had problems with, is the set com_hunkmegs. I started to have problems with it, and finally got it after changing the hunkmegs a couple times. So…no big deal. But great job on the map.


(scottws) #257

I can’t seem to get it to run on the private server.

I have it up there in the server’s etmain. It’s in my etmain. The server’s hunkmegs are set at 128. Mine are set at 128. But when I get ref and go to the maps menu, it’s just not there. I also tried “/ref map springfield_pb” and “/ref map springfield,” both of which resulted in nothing happening except a notification that a referee changed a setting. All the originals are there. All the TWL maps are there. LNATrickjumpBeta7 is there. And they can all be called up at will.

But no Springfield.

The server is currently in stopwatch mode. Can I not call it up from stopwatch mode or something?

In case it matters, Punkbuster and ETPro anticheat are both running, and it’s a Linux server running ETPro 3.0.1.


(xwin) #258

Great job, just played the pb.

However, it takes a REALLY long time to load. I thought ET had frozen, and the framerates aren’t great. I’m sure this will improve before the final though. :slight_smile:


(Maggumaster) #259

Ok, thanks for all your replys!
First of all I will try to improve the performence, since i´ve seen that it is the biggest problem of all. I knew that the performence was horrible, but that it would become unplayable on certain servers is not good. I will make the performenceoptimation to the prioritiy of the beta II. Then we can go on solving bugs.

Thank you very much again.

greetz
Maggumaster


(Leviathan777) #260

Been almost a month and I haven’t seen any updates. Any good news or bad news? I can’t wait to play the finished version of this. I just hope you didn’t get so sick of working on it that you don’t feel like looking at it ever again.