[ET] Transmitter -FINAL-


(thegnat) #1

The day has come. With a small delay, we proudly announce the final release of our ET Map Transmitter.
After nearly 1 year and 2 months development it has reached its final version.

Many people thought that this project vanished forever - but NO, it is finally available for public!

Download: (More mirrors to come…)
pcgamemods.com
etmaps.de Thanks to ChiemseeMan
spqr-clan.com Thanks to Caesar
rtcw.jolt.co.uk (UK only) Thanks to DG
sieonline.net Thanks to FrontRunner
compkal.net Thanks to BasGo (CompKal Community)

Servers:
Click Here To Find Servers Running Transmitter *powered by ServerSpy
n0lame Transmitter SW - 213.239.197.235:27962 (located in Germany)
Running ETpro + Transmitter only + Stopwatch mode

Map Overview:

b[/b] - Bridge.
b[/b] - Cave Ladder.
b[/b] - Forest Hut
b[/b] - Forward Hut
b[/b] - Serpentine Barricade
b[/b] - Tunnel Grate
b[/b] - Backgate
b[/b] - Transmitter Station
b[/b] - Antenna Controls

Objectives:

ALLIES

  • Construct the Bridge.
  • Carry the Modification Kit to the Transmitter-Station inside the Castle complex.
  • Rearrange the Antenna towards our pirate sender.
  • Infiltrate through the Tunnel Grate.
  • Capture the Forward Hut from the Axis.
  • Destroy the Serpentine Barricade to secure the Forward Hut.
  • Stop the Axis from constructing a Command Post in the Forest Hut.

AXIS

  • Prevent the Allies from building the Bridge.
  • Don’t let the Allies carry the Modification Kit to the Transmitter.
  • Prevent the Allies from rearranging the Antenna towards their pirate sender.
  • Defend the Forward Hut from the Allies.
  • Defend the Serpentine Barricade from Allied sabotage attempts.
  • Stop the Allies from constructing a Command Post in the Forest Hut.

Created by:

heeen (until Beta2)
MindLink
thegnat

Thanks and Credits:

  • n0lame Community for the massive testing since the Alpha-stage of the map 2003, especially nodgam. ;]
  • Sock, ydnar, digiBob for providing so much help and tips. Thank you guys! :]
  • Bloodstain for the cool Voice Overs - they rock! ;>
  • Sock for the fantastic skybox (Simland)
  • ForumDamage members for providing Beta feedback and some useful hints and tips
  • Tamara “Ophelia” Crossley for the angel statue model
  • Robbie “Arcana” Powell for the tombstone models
  • MrLego for the hint with the objective icon




Changes since Beta2 (not complete):

  • Forest Hut spawn fixed (now available: 16 spawns for Allies when Commandpost constructed)
  • Forward Hut spawn is Allied only, when the Serpentine Barricade is destroyed
  • The raiseable Backdoor is now also destroyable with dynamite
  • Moved the Antenna Control Room from the top to the 1st floor
  • Added a small flag at the tower that indicates in which direction the Antenna is arranged (Axis/Allies)
  • Added a third route to the Antenna Controls (small rounded staircase at the back)
  • Added 10 second countdown when Allies accomplished both objectives to give Axis a piece of hope ;]
  • “One Man Show” at the Caveladder is a bit harder now. :] (:P+thx p0ny*)
  • Changed position of the Allied Castle MG42 to cover the small bridge and the Backgate
  • Added ruins in front of the castle to give Allies a bit more cover
  • New VoiceOvers :]
  • Many details + look&feel stuff added/improved, new custom textures added

WARNING
This map is not built with competitive gaming in mind. Its built for public fun.
So please, don’t start moaning that it might be unbalanced. We tried to balance it as good as possible, providing alternative routes.


(Shazam) #2

First ! :clap:


(nodgam) #3

:banana: :banana: :drink: :beer: :drink: :banana: :banana:

:smiley:


(MindLink) #4

I for my part would mainly like to thank tr4!t0r, it’s only due to his long overhour :wink: work that this map got finished now. :slight_smile:


(Schaffer) #5

Well done guys. This is another great map “finally” on the streets :slight_smile:

BTW, I hope all the studies whent well


(p0ny*) #6

haha! zerr gutt!

definitely a top-notch map
thanks to the developers and supporters for all the work and time spent on this.


(insania) #7

Yeah!
Finally you guys did it :rocker: :rocker2:

Experiencing transmitter beta was a great time, and it’s even better
to see how you people have reached your targets.

I wish you the best.
Great map, done by great people and a great community.

:smiley:


(ChiemseeMan) #8

Mirror for Transmitter Final :fiesta:
http://www.new-etmaps2.de/maps/transmitter.rar (13,7 MB)


(Caesar) #9

Thank you for the very nice map:-)I put in our download section, so another mirror is [Transmitter-_final]HERE](http://www.spqr-clan.com/phpnuke/html/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=133&ttitle=[ET)
AVE to all:-) :clap: :clap:


(thegnat) #10

Thanks for your mirrors. Added them to the list in the first post. :drink:


(thore) #11

hmmm.you’re sure it’s final yet? :stuck_out_tongue:

the terrain looks… erm… darn choppy. currently fps are good, so they won’t suffer that much when
adding some more detail to the terrain. but apart from that the map looks quite good. very much detail
work on architecture… nice to see. feels a bit rtcw-ish though. didn’t say that’s a bad thing :wink:

when allies jump out of their spawn moving forward to the bridge… there is a small wall with a crack
in it. climb upon the nearby hill (left hand) and look towards those bridge construction crates. maybe
a bit more right. now you should notice some nasty HOM when the right handed skybox suddenly disappears.

i’m a bit sad you clipped that much… i’d love to jump around the uncommon routes :smiley:

nice work! (esp. voice overs!)


(thegnat) #12

Yes. Definately. We won’t start such a “Final Version Madness” like Temple. :lookaround:

Sorry about that. If someone said that in the half year between Beta2 and Final, I would have tweaked that a bit. But no, the tips always come when its too late. :slight_smile:
So its going to stay like it is.


(thore) #13

no final final? :smiley:

i think it’s quite common peeps start to pay attention when a map is released as “final”.
maybe there are so many requests coming up that are worth a 1.1 release. but i will
understand the point of needing to let the map go after 14 months of developement :wink:


(Schaffer) #14

When you stand in the allies castle and look out through one of the arches, there is a large gap between the arch curve and the rest of the wall. This is only visible from the indise, the outside is correct as there is a surface covering this area. I guess no texture was applied on the inside. Tried to do a screenshot but the FTP to the server I use is crapped out. I only had about a ten minute look but it looks good to me


(MindLink) #15

When you stand in the allies castle and look out through one of the arches, there is a large gap between the arch curve and the rest of the wall. This is only visible from the indise, the outside is correct as there is a surface covering this area. I guess no texture was applied on the inside.

This could be caused by “low detail” settings, especially a high value for “r_subdivisions”… Try setting that to standard values and check if the holes are still there.


(DG) #16

rtcw.co.uk / jolt mirror (UK & linx only :/)


(Schaffer) #17

I use all default settings. The only thing I change is the user name :), and a few of the controls as the base ones suck. I have just mailed gnat with the pic. It’s only a minor issue and dons’t effect playability.

Anyone know how to insert, delete and update a record in Excel using ADO?


(thegnat) #18

Yes, got the mail.
Here is the pic:

It looks like r_subdivisions set too high (low detail), but I experienced the same ugly curves once on Goldrush (no, this is not a hint to fix it in some fu**ed version of GR!).
I assume that there might be a bug like the resolution bug, where the screen resolution is always set to 800x600. Don’t really know. :???:


(joop sloop) #19

great map. had a lot of fun yesterday for the final test-run of this map :slight_smile:


(Schaffer) #20

Ok,

just had another re-run. Created a completely new player and used only the default settings so that r_subdivisions had the following entry in etconfig.cfg:

seta ui_r_subdivisions "12"

and

seta r_subdivisions "12"

I found another spot where it also occurs and that is the arch for the main entrance to the axis castle, the side without the gate. When I look in there is a missing surface around the curse, but from the inside looking it its all sweet. Don’t know if this helps but I run up T-B2 and this second arch issue didn’t occur there. Once again, this is only a minor thing and nothing to work up a sweat over.

Good work fellas :beer: