Flakstuff_Beta-1 MP map for ET


(FischCommand) #1

hi all,

This is my first posting here. Please sorry for my bad english.

Here now my first map introduction:


map: flakstuff_b1
longname: Flakstuff_Beta-1

------------------------------------------------------------------------------
STATUS: Beta-1
------------------------------------------------------------------------------

Fixes/Changes/New - Beta-1:
new: Crain near Flak Tower (greetings on snipers):) thx Marko for prefab
chg: Now the 3 "tree"-ladders always "start-build" no need construction
chg: Now I have 2 kabel made for Overhead line and more realistic textures
new: Health-Station in Observatorium
fix: Track names should now correctly are indicated
chg: Allies: The Guard Walls construction now on roof of main bunker
     not directly in first spawn more
new: Forward Spawn in the old Bunker
new: New Room in the old Bunker with new Command Post place and Ammo cabinet
fix: Mismatching black windows with ray of lights changed in bright windows
chg: 2 other switches for Secret Door (inside, outside)
fix: Tunnel behind the Observatorium repaired
new: Second little house with funk room and a rotating antenna
new: Some fun sound effects added ;)
chg: Map Optimization: Not visible brush surfaces "caulked"
chg: Map Optimization: More aero-portals and hints/skip for optimizations
chg: Other picture for limbomenu with topographical lines
new: New Depot house with oel tanks and barrels
new: Additional secondary objective near Funk House (overhead line)
new: Ammo cabinet in Flak Tower at MG42 added
new: misc_command_markers for all Ammo/Health cabinets
new: Observer cameras of Secret Ammo Room added. First monitor is in the
     Observatorium and the second one is in Allies Spawn.
------------------------------------------------------------------------------


Briefing:
Switzerland, 1943. The Allies have stolen four new Flak Ammo for Big Flak.
The Axis ones must steal these new Flak Ammos and escape with them to the
Big Flak Gun.

Recommended number of players: 6 on 6
Maximally meaningful number of players: 18 on 18 (not tested yet)

Bugs:
- Sorry, nearly none landmines work yet (Bug in ET/q3map2?)
- Minor graphical Bug in skybox (maybe skybox shader settings?)

Characteristics:
- The number of delivered Flak Ammos are visible on the
  frontside of Flak Tower (0/1/2/3/4) and in the Secret Ammo Room.
- It exists a secret Access to the Bunker behind the Observatorium
  MG42-Building/Bunker) so you can jump to the Mount Everest :)
- The switch for the Secret Ammo Room is one room before and after the
  lower stair
- On the roof of funk house exists an alternativ access to the
  Main Bunker
  
ToDo:
- landmines (if possible) ;)
- Map is not fully optimizing yet


Axis:

Primary objective:
- Construct a ladder to Bunker
- Destroy the Guard Walls on roof of main Bunker

Secondary Objective:
- Destroy the Guard Fence near Observatorium
- Construct a command post
- Construct a Overhead line to Main Bunker

Allies:

Primary objective:
- Destroy the ladder to bunker.
- Construct Guard Walls on the roof of main Bunker

Secondary Objective:
- Construct a Guard Fence near Observatorium
- Construct a command post
- Destroy the Overhead line to Main Bunker

SCREENSHOTS:
http://home.arcor.de/k-fischer/ET/#Flakstuff

(these screenshots are not fully actually with the last beta-1,
I will work on this..) ;)

DOWNLOAD Flakstuff:
http://home.arcor.de/k-fischer/ET/flakstuff_b1.pk3

CONTACT: enemy-territory(AT)arcor.de
-----------------------------------------------------------------------
Special thanks:
- Many thanks to Sock for his great winter skybox "iceflow" :)
  URL: http://www.planetquake.com/simland
- Thanx for textures: "digits" from map "mlb_hotchkiss" from Marko
  (http://markoweb.free.fr) 
- Thanx for some great prefabs from Marko's Homepage (e. g. the crain) ;)
- Thanx to "Bolty Boy" [email]kev.bolt@btinternet.com[/email] (Tram Design) for his
  great sample of a observer camera 



(kamikazee) #2

Hello, welcome to the forums!

I’ll try the map out and get back to you. Already to let you know: the mine bug you mentioned could be due to incorrect shaders. A shader should state that landmines can be planted on top of it.


(Ifurita) #3

I had that problem when I ported Breakout to ET. I couldn’t plant mines anywhere, even if the terrain had a surfaceparameter allowing landmines. Never did fix that.


(kamikazee) #4

Hmmm… The texturing is quite okay. What bothers me more is the lag I get when I run the map, nearly the whole map is visible from the allied spawn and the top of the “big flak gun” tower. (This includes the insides of the allied bunker, check if there is no detail brush making things visible.)

On another note: all of your mountains are climable. This means that you can get in the allied base without building the Overhead line leading to it.

And least but not least: the command map seems a little too dark when looking at it in the limbo menu.


(FischCommand) #5

thanx for your evaluation kamikazee :wink:

to the lag:
I’ve all my outside of main bunker with structural brushes made. But it’s right, the FPS in Allied Spawn are very low. I will check if I forget anywhere detail brushes at the wrong place. Or what can I do else?

to the climable mountains:
Yes you’ve right, I will change this :wink: Because 2 objectives are actually unnecessary

to the command map:
no problem a little gamma more can I do.
:eek3:

@Ifurita:
I think I’ve my shader-“position” of “surfparam landmines” set right. Here my shader:


textures/flakstuff_b1/terrain_base
{
  nopicmips
  q3map_lightmapaxis z
  q3map_lightmapmergable
  q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) 
}

textures/flakstuff_b1/terrain_0
{
  q3map_nonplanar // unebene Oberfläche
  q3map_shadeangle 120 // Unser Glättungswinkel
	q3map_baseshader textures/flakstuff_b1/terrain_base
	qer_editorimage textures/snow_sd/snow_var01.tga
	surfaceparm landmine
	surfaceparm snowsteps
	{
		map textures/snow_sd/snow_var01.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/flakstuff_b1/terrain_1
{
  q3map_nonplanar // unebene Oberfläche
  q3map_shadeangle 120 // Unser Glättungswinkel
	q3map_baseshader textures/flakstuff_b1/terrain_base
	qer_editorimage textures/snow_sd/bigrock_rounded_faint.tga
	surfaceparm landmine
	surfaceparm snowsteps	
	{
		map textures/snow_sd/bigrock_rounded_faint.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/flakstuff_b1/terrain_0to1
{
  q3map_nonplanar // unebene Oberfläche
  q3map_shadeangle 120 // Unser Glättungswinkel
	q3map_baseshader textures/flakstuff_b1/terrain_base
	qer_editorimage textures/snow_sd/snow_var01.tga
	surfaceparm landmine
	surfaceparm snowsteps
	{
		map textures/snow_sd/snow_var01.tga
	}
	{
		map textures/snow_sd/bigrock_rounded_faint.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
	}
}
// wine liquids
textures/flakstuff_b1/wine
{
	nocompress
	qer_editorimage textures/flakstuff_b1/wine.tga
	qer_trans .5
	q3map_globaltexture
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm water
	surfaceparm nomarks
	cull disable
	nopicmip
	nofog

	waterfogvars ( 0.18 0.13 0.15 ) 0.2
	{ 
		fog on
		map textures/flakstuff_b1/wine.tga
		blendFunc blend
		alphaFunc GE128
		depthWrite
		rgbgen identity
		tcmod scale 0.3 0.3
		tcmod scroll -.011 .0012
 	}
}

// move the Axis flag
textures/flakstuff_b1/flag_l_m01
{
  surfaceparm alphashadow
  surfaceparm trans
  surfaceparm pointlight
  cull disable
  deformVertexes wave 10 sin 0 2 0 0.2 
  deformVertexes normal .5 .1
  implicitMask -
}


The amusing is, all landmines works but in the near of Axis spawn not. Thus only a large range around of Axis spawn has errors. The landmines lift-off immediately!


(Kic) #6

FischCommand, are you creator of Security Radar? It is nice map, I saw all your maps, Golden eye and Flakstuff, they are very similar.


(FischCommand) #7

Yes, thats true. My maps which I so far made:

  • Security Radar
  • Goldfinger and Goldfinger-snow (not Golden eye ;))
  • Flakstuff

see http://home.arcor.de/k-fischer/ET/