Final Release of Ruins of Acquiesce


(neotic) #1

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






(Ifurita) #2

Nice, did you ever solve the command map issue of multiple levels?


(neotic) #3

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. :smiley:


(Ifurita) #4

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.


(M8DNephelim) #5

yeah, nice map. :slight_smile:


(S.S.Heirpie) #6

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…


(Orange) #7

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…


(thore) #8

whow. nice. big. huge?

couple of things:

  1. axis cp is quite dark
  2. had to use the nearby lever twice to open the door once the cp was build. after that using either lever once did the job. so only the first use is misscripted somehow ?!
  3. the map lacks of contrast in some areas. wall and floor have nearly the same colour… it’s sometimes hard to navigate when in a hurry…
  4. only one of two gates grant access to the dagger when you arrive with the key? is this intentionally done this way?
  5. i lost the dagger when slipping off an edge and diving to the ground level splash and had some trouble finding the dagger after spawn. making it a little bigger might help. on long range it’s not very easy to see…
  6. the tank! o.O in some positions it’s stuck by 1/4 into the walls! especially when driving up/down stairs… i know it’s a pain to get this right and it isn’t really important - though it looks kinda weird :wink:

i hope ‘final’ doesn’t mean you’re not working on it anymore :smiley:


(neotic) #9

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.


(Ifurita) #10

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. :slight_smile:


(neotic) #11

Nit pick away please. :smiley:


(]UBC[ McNite) #12

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) :smiley:


(au.Hiroshima>) #13

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 :wink:


(Ifurita) #14
  1. The ambient sounds are there, but they are still named ruins15 in the pk3
  2. The file size is huge. You might think about about seeing if smaller JPGs would work for your sky and water graphics. You could probably prune a couple of Mb off the file size
  3. It’d be nice to have some signage pointing to major areas - just to help people navigate around.
  4. From just a running around point of view, I kept getting hung up on the first step in a series of stairs, meaning that I wouldn’t smoothly move over it. I had to jump up. You could either reduce the height of the steps (i use 12 units as a rule) or you could add a slanted clip brush to facilitate people moving up the stairs
  5. The hallways are very dark for me and not having a strong contrast between the floors, ceiling, and walls resulted in a lot of disorientation. A light colored floor pattern, tiles or something, that is a distinctly different shade/texture from the walls, would help here.
  6. I think the combination of #5 and #3 would help people navigate around the map
  7. I counted 6 initial allied spawns at the beginning. That seems over the top, but I haven’t played this on a full server yet. It seems like that could lead to allies spawning all over the place and never really being able to coordinate any team action. One possibility is to change allied spawns based on what is happening on the map, so that they are always spawning at the ‘appropriate’ spawn point for the phase of the game

(au.Hiroshima>) #15

I had a listen to the sounds in ruins15, a few comments.

  • wind.wav is very loud and a bit too much like the surf sounds. maybe change it for one that is quieter and more of a whistling sound, like the wind sound in fueldump that can be heard up behind the command post?
  • more variety, eg use something like the oasis insect sounds around the courtyard and tree areas. A howling wind does not seem appriopriate inside the runis.
  • water.wav is a bit too loud compared with the other effects.
  • needs a special sound near the key objectives, somethig like the key chimes on this page http://www.partnersinrhyme.com/soundfx/Ambience.shtml

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 :slight_smile:

I also noticed that the drop in fps I mentioned here in ruins20 does not seem to occur in ruins 15 :o


(neotic) #16

Final final final release of this map. Some changes, added all new voiceovers, etc. Check out my website here for more information and downloads


(neotic) #17

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.wav

On 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.wav

  Destroy 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.wav

Axis:
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.wav

They 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.wav

We’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.wav

They’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.wav

We’ve reclaimed the old city! sound/ruins/axis/reactive/recl_city.wav
We’ve captured the old city! sound/ruins/axis/reactive/cap_city.wav

We’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.wav

Allies:

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.wav

On 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.wav

  Don'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.wav

Allies:
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.wav

We 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.wav

They’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.wav

They’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.wav

We’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.wav

We 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.


(Heirpie) #18

links all over now for your map

http://www.new-etmaps.de/
http://www.gaming4all.de/de/www397.html


(Xam) #19

Download mirror here: Ruins23.zip @ ETGamers

Great map, we usually play it during our FOG days :slight_smile: on our Shrub server

sup with em lights - maybe its just me O.o


(MrLego) #20

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. :slight_smile: