Field HQ Beta 3 Public Release


(d3coy) #1

Ive completed Beta 3 of this map. Not much changed other than vis stuff.

I rebuilt a few hallways to give even better fps, also moved the initial Allied spawn back a few feet, about 20. I added a path from initial allied spawn to the Field HQ.

Rebuilt the allied cp spawn area. Added some new models, more details… looking quite nice now I think.

None of the flow of the map was altered, other than the two hallways that were re-routed.

Anyhow, this version should replace all other versions.

http://etdoa.com/decoy/field_hq/field_hq_b3.rar

Ok, so I decided you guys can check out this map. Its been 3 weeks of work to get to this point. Sounds short but the map is almost complete.

Would like to get as much feedback as possible

http://etdoa.com/decoy/field_hq/field_hq_b3.rar

Thought I would post this command map I made. Been working on doing aerial shots of the map and got everything to line up just right.

This map is almost ready for release. From what you can see in the map, the allies are attacking.

Objectives:
Blow Main Door
Blow Side Door
Build Field HQ (transmitter)
Build CP for forward spawn 1
Steal Key Card and Secure at door controls
Capture Forward Bunker to gain forward spawn 2
Steal the Documents and return them to the Field HQ (transmitter)

Axis can build CP but gain no spawn.
Field HQ can bestroyed with Satchel and Dyno

There are 3 doors that require axis uniform to enter. (not marked on map)

Anyhow… look for more soon.


(iwound) #2

Nice CM, reminds me of “Cannon Fodder” the game.


#3

The maker of Cannon Fodder recently died :expressionless:


(iwound) #4

Just to clear that up. Richard Joseph wrote the theme tune.
Very sad to hear.

Feature vid on Cannon Fodder


Apparently going next gen.


(Flippy) #5

Looks nice and realistic from what i can see…

how did you ‘solve’ the problem that there are no mountains or buildings to hide the players view into the “nothingness”? Do you use fog or something?
i always find this the hardest part of any map if i start with one… how to block people’s view so they can’t like walk up to the edge of the map and look into nothingness…


(d3coy) #6

map is built in the mountains, just doesnt look like it in the cm image.


(Flippy) #7

ahh ok… too bad, wanted to see how you would solve it :stuck_out_tongue:
I always think a map completely covered in mountains is too unrealistic…


(Constra) #8

The map is pretty nice dude .:stuck_out_tongue:
U did this alone?


(Kic) #9

Post 1 screen of map, it will be nice.
I would like to see maps like this but in ww2 style
http://www.gamersnation.co.uk/Core/article/sid=1374/title=Incredible_Screenshots_from_Cynamite.de.html


(d3coy) #10

yea i did this one by myself… map was made in about 2.5 weeks time. Pretty simple map tbh.


(.Chris.) #11

Yeah may be simple but from the quick run through I think its got potential to be a great comp map, smashing fps throughout most areas, slight drop outside somewhere, cant remember now but yeah it should develope into something great.


(nUllSkillZ) #12

The command map looks pretty good.
Nice work.


(knuckles) #13

looks like some potential sniper wars with all that cover.
:poke:


(Flippy) #14

Ive had a quick run around your map and i saw some weird things… i suppose you just didn’t get around to that yet, but thought i’d mention it anyway…

Standing on a few places, you can see over the hills and see into some buildings, aswell as see another hill end into nothingness… looks weird.

Also it’s piss easy to jump the main entrance. i dunno if you did this on purpose but i mean… it’s so easy it’s just a waste of entities to put a destructable main gate there… :stuck_out_tongue:
i gave my nephew a try, who never played ET in his life, and he made it the second time he tried


(d3coy) #15

im sure its very easy to do that in a closed server by yourself… try it with the axis shooting at you. The axis get to that area at the same time as the allies.

As for seeing over the hills… its something im working on. I wish there was a way to just put something between the sky brush and that room that would block it. But ive not figured out how yet.

Im to concerned about seeing of the building and hill over the ledge. because when your playing the map with people you dont really notice it. I built this with competition in mind so prettyness isnt a much… as long as it looks decent but more importantly plays well. So far the games have been very fun and balanced but most ive seen it 4v4 on it so far.

Its early beta so future versions will most likely include your two above mentioned issue being resolved.

Was there anything else you noticed about it that didnt seem right?

Thanks for the feedback Flippy, hope you enjoyed the map so far.


(Kic) #16

HI
Decoy, please can you post 1 or 2 screens of your map. I am not able running Enemy Territory and any game , my 6 years old PC is going to death and ( 14 days ) have New probably High -tech machine ( 3000 MHz , 1 GB RAM , … )

Thank you


(Flippy) #17

Well all the rooms were a bit empty, but i supposed thats just because it’s not finished yet.

About the jump… i can’t imagine axis always guarding it… one good airstrike and you could wipe out 1/2 the axis team… a few more shots and they’re all dead and allies can happily jump inside, making the purpose of the maingate more of a “kill all axis” battle then “blow the maingate” battle…
But well as you said i only played it on my own so :slight_smile:


(DerSaidin) #18

Looks interesting for competition play.

You know there are some big issues with the vis portals (or worse, there aren’t any). FPS suffer for this.

You need to make sure you doing a vis compile, and that your map is properly chalk hulled with structural brushes. structural sky brushes should also separate the paths so that separated paths can’t be seen.
Doing that would make a world of difference, but then you can go another step and put in some well thought out hint brushes to further optimize vis portals.

MSN me if your having troubles :slight_smile:


(Flippy) #19

About the buildings and hills showing over the top of some other hills, Der’Saidin is right… if you make sure each area is inside it’s own caulk hull, and the pathways are designed right, the game should not even draw the rooms you can see through your skybox…


(d3coy) #20

thats something that i find interesting, because it is caulk hulled… each open area is seperate from the next with only the hallways connecting and if you look at the angles of the hallways… its not possible to see into the next area. Im not sure why it is doing what it is doing.

Ders - did you have trouble with vis and low fps? My machine stays maxed out at 98fps throughout the entire map on MAX settings. ill try to catch you on msn.