DOWNLOAD IT @ Ruins20
GET MORE INFO @ my webpage
*which contains an objective guide and more screenshots





DOWNLOAD IT @ Ruins20
GET MORE INFO @ my webpage
*which contains an objective guide and more screenshots





Well Ifurita, it wasn’t much of an issue. While my map is very vertical the paths don’t over lap nearly enough that I had to worry about that. Shaffer did such a nice job with the command map that it was a non-issue. 
yeah, took a look at it. Nice. I kept getting hung up on a couple of stairs though. Were they all 16 units tall? Your .sps file still shows as ruins15.sps. Really neat architecture though. Can’t wait to try it out on a large server.

I noticed that Schaffer has changed brands of coffee… look at the dark circles. we have had this analyzed and found it to be a Espresso blend, I think he has spent alot of sleepless nights going over command maps.
Now compare them to one of his other command maps, this coffee seems to be more of a house blend on this one…

Looks so orange! (=good)
Just one thing bothers me:
In the last picture, from all possible parts of the wall, the areas near the lamps are darker…
whow. nice. big. huge?
couple of things:
i hope ‘final’ doesn’t mean you’re not working on it anymore 
i’m glad you said that thore, some things i can see you’re point and i will greatly consider them. i honestly do want to do one more release. the map plays great, usually, but i was on the sever today and some clever guys avoided the enemy team and he did the objectives out of order (which the setautospawns rely on) and really messed it all up. so honestly, it looks like im going to have to go back and do one more version. we did our best to test it with as many people as we could but i guess even then we didn’t account for that. so, yes, i’d say expect one last version… because i am very upset with myself that i didn’t for see this nor that all my testing didnt either.
If you are going to go with another release, then I’ll add my nit picking 2 cents (based on other feedback I’ve been getting on my maps) otherwise, I’ll keep my peace. 
Is it only my overworked brain or have I seen those stains and the stamp of the africa corps on some other command map too lately? If so, I d get rid of them…
Apart from that the coffee stains are a lot too big (except those guys drink coffee from buckets) 
I love the look and feel of the map and the command map is excellent. This map looks big to begin with, but with lots of flags I suspect the teams will always be spawning close enough to each other to keep the fighting moving with the flow of the map.
If I may add my nitpicking 
The tank falls into ground when going up stairs.
http://clanoxygen.com/hiroshima/ruins20-tankstairs.jpg
Some areas have very bland lighting, needs some shadows.
http://clanoxygen.com/hiroshima/ruins20-blandlighting.jpg
The strange shadow effect near lamps as Orange mentioned.
http://clanoxygen.com/hiroshima/ruins20-lightshadow.jpg
Bad fps when looking south from the fortress towers.
http://clanoxygen.com/hiroshima/ruins20-badfps1.jpg
Needs a better end screen, maybe one that shows the final delivery point such as this.
http://clanoxygen.com/hiroshima/ruins20-endscreen.jpg
There is no sound from doors.
The map desperately needs some ambient sounds. For example a wind sound when outisde, louder when on towers. Inside needs bird or insect noises near the trees in the courtyard, chimes or a suitably Eastern sound for parts of the inside near the keys, a dripping sound near the flooded area, etc.
Ocean is too bright white, make it a bit darker with red swirls in it.
There’s a few areas outside with invisible walls, better to put some big unclimbable rocks instead.
I had a listen to the sounds in ruins15, a few comments.
Audio is often a neglected part of maps, but this is such a beautiful map that it needs attention paid to the ambient effects to compliment the rest of the experience. No need to go overboard with an excessive number of sounds or making them too prominent, subtlety is the key 
I also noticed that the drop in fps I mentioned here in ruins20 does not seem to occur in ruins 15 :o
Final final final release of this map. Some changes, added all new voiceovers, etc. Check out my website here for more information and downloads
Also, here is the list of voiceovers found in the map if anyone wants to use them. Lots of thanks goes to Gerbil for help making these easier to make.
Axis:
Command:On Map Start:
Destroy the tank side wall! sound/ruins/axis/commands/dest_tank_wall.wav
Steal the tank! sound/ruins/axis/commands/steal_tank.wav
Capture the courtyard! sound/ruins/axis/commands/cap_yard.wavOn Tank Fire:
Destroy the side entrance! x2 sound/ruins/axis/commands/dest_side_ent.wav
Capture the old city! sound/ruins/axis/commands/cap_city.wav
Construct the north ramp! sound/ruins/axis/commands/const_n_ramp.wav
Construct the south ramp! sound/ruins/axis/commands/const_s_ramp.wavDestroy the main entrance! sound/ruins/axis/commands/dest_main_ent.wav Destroy the barrier wall! sound/ruins/axis/commands/dest_barrier_wall.wav Steal the objective! sound/ruins/axis/commands/steal_obj.wavAxis:
Reactive:We’ve destroyed the tank side wall! sound/ruins/axis/reactive/dest_tank_wall.wav
We’ve captured the courtyard! sound/ruins/axis/reactive/cap_courtyard.wavThey have damaged the tank! sound/ruins/axis/reactive/dest_tank.wav
The Tank has destroyed the main door! sound/ruins/axis/reactive/tank/dest_dest_doors.wav
Defences failed! sound/ruins/axis/reactive/tank/def_fail.wav
We’ve destroyed the side entrance! sound/ruins/axis/reactive/dest_side_ent.wav
We’ve destroyed the main entrace! sound/ruins/axis/reactive/dest_main_ent.wavWe’ve constructed the north ramp! sound/ruins/axis/reactive/cons_n_ramp.wav
We’ve constructed the south ramp! sound/ruins/axis/reactive/cons_s_ramp.wavThey’ve destroyed the north ramp! sound/ruins/axis/reactive/dest_n_ramp.wav
They’ve destroyed the south ramp! sound/ruins/axis/reactive/dest_s_ramp.wavWe’ve reclaimed the old city! sound/ruins/axis/reactive/recl_city.wav
We’ve captured the old city! sound/ruins/axis/reactive/cap_city.wavWe’ve destroyed the barrier wall! sound/ruins/axis/reactive/dest_barrier_wall.wav
We’ve captured objective! sound/ruins/axis/reactive/obj_cap.wav
They have secured the objective! sound/ruins/allies/reactive/obj_sec.wavAllies:
On Map Start:
Don’t let them destroy the tank side wall! sound/ruins/allies/commands/dont_tank_wall.wav
Don’t let them repair the tank! sound/ruins/allies/commands/dont_tank.wav
Don’t let them capture the courtyard! sound/ruins/allies/commands/dont_yard.wavOn Tank Fire:
Don’t let them destroy the side entrances! sound/ruins/allies/commands/dont_side_ent.wav
Don’t let them capture the Old City! sound/ruins/allies/commands/dont_city.wav
Don’t let them construct the assault ramp! sound/ruins/allies/commands/dont_ramp.wavDon't let them destroy the main entrance! sound/ruins/allies/commands/dont_main.wav Don't let them destroy the barrier wall! sound/ruins/allies/commands/dont_barr.wav Defend the objective! sound/ruins/allies/commands/dont_obj.wavAllies:
Reactive:They’ve destroyed the tank side wall! sound/ruins/allies/reactive/dest_tank_wall.wav
They’ve stolen the tank! sound/ruins/allies/reactive/stolen_tank.wav
They’ve captured the courtyard! sound/ruins/allies/reactive/cap_yard.wavWe have damaged the tank! sound/ruins/allies/reactive/dam_tank.wav
They’ve destroyed the side entrance! sound/ruins/allies/reactive/dest_side_ent.wav
They’ve reclaimed the old city! sound/vo/oasis/allies/hq_cityrecl.wav
They’ve captured the old city! sound/ruins/allies/reactive/cap_city.wav
We’ve reclaimed the old city! sound/ruins/allies/reactive/recap_city.wavThey’ve destroyed the barrier wall! sound/ruins/allies/reactive/dest_barr.wav
They’ve destroyed the main entrance! sound/ruins/allies/reactive/dest_main_ent.wavThey’ve constructed the south rassault ramp!` sound/ruins/allies/reactive/const_s_ramp.wav
They’ve constructed the north rassault ramp! sound/ruins/allies/reactive/const_n_ramp.wavWe’ve destroyed the south ramp! sound/ruins/allies/reactive/dest_s_ramp.wav
We’ve destroyed the north ramp! sound/ruins/allies/reactive/dest_n_ramp.wavWe have secured the objective! sound/ruins/allies/reactive/obj_sec.wav
They’ve captured objective! sound/ruins/axis/reactive/obj_cap.wav
I dont think this listing is 100% correct but it gives you the general idea.
links all over now for your map
http://www.new-etmaps.de/
http://www.gaming4all.de/de/www397.html
Download mirror here: Ruins23.zip @ ETGamers
Great map, we usually play it during our FOG days
on our Shrub server
sup with em lights - maybe its just me O.o

I have the same problem with the lights on Ruins23, as do other people who are playing with us.
Will there be a Ruins24 ?
Great map for panzers and snipers once the main gate is breached. 