Flughafen FINAL released!


(Drakir) #1

Basic Information

Author: Rikard “Drakir” Lindgren
Email address: lindgrenrikard@hotmail.com
Webpage: http://www.drakir.tk


Map Information

Game: Return to Castle Wolfenstein: Enemy Territory
Title: Flughafen
Filename: flughafen.pk3
Release date: 2003-08-25
Decription: 1945, Southern Germany. Axis forces have developed a very poison gas that they plan on releasing over the enemy by air. Allied forces have found the hiding place and secured the gas, but can they hold it. Safest way to be sure is to destroy the airplane that the Axis forces are planing to use for the gas release.

Program: SD Radiant 1.3.8

Build time : 4 week off an on.
Compile time: 45 minutes
Compile machine: AMD Athlon 2200, 512mb

Installation : Place the flughafen.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map flughafen.

Textures: 157 new ones provided with shaders in the pk3 file.
Sounds: 6 new sounds for VO announcements.
Models: 4 new models.


Info!

#. This map has taken me forever to make, at least it feels that way. After 2 BETA releases and many helpful testers
i belive this map is ready for a FINAL release. The map has taking its course of redoing the objectives so many times
during the development that i almost forgot what i first thought of when starting on this map.
I am almost sad that i have to leave this baby and go on to making another map, i really enjoyed working on this map.
This is also the first time i do some Voice Over by myself for a map, and ill think you´ll enjoy the “News” where i am
talking a bit about the objectives. Have fun, cya next time it´s time for a map to be tested!


Special thanks and Credits to:

Enra, for testing, server and hosting my website. Sock at SD forums for great info.
And offcourse everyone who gave me great feedback and testing, specially thanks to SmeTskE!
I would also like to say that most of the textures are made by me. There are 156 new textures provided in the .pk3 file.
In there´s 30 textures that i have borrowed from Iikka “Fingers” Keranen.
Turbo: turbo_mapper@hotmail.com, Pointy: Les@downlands.freeserve.co.uk for the me262 model from the RTCW map mp_schwalbe.

Download link:
http://www.pcgamemods.com/2168/

Screenshots and more info:
http://www.drakir.tk


(Drakir) #2

As promised to alot of mappers i have now uploaded 19 new prefabs of stuff i made during the building of Flughafen.

U can find em on my mapping page: http://www.drakir.tk

PS. I´d also suggest u delete any other BETA version of Flughafen!


(joop sloop) #3

It looks great drakir, except for one gripe: it’s too small…

The scale of your map doesn’t feel right, everything feels so bunched up. I hope your next map will be a bit more spaced out. Cause it’s ok to let them run around a bit.

ps. there’s a tiny spelling error in your map info/intro story:

Axis forces have developed a very poison gas that they plan on releasing over the enemy by air.

should read:

Axis forces have developed a very poisonous gas that they plan on releasing over the enemy by air


(G0-Gerbil) #4

Git - I only just grabbed the beta and haven’t had a chance to look at that yet! :banghead: :clap:


(Spookstah) #5

I think its one of the best custom maps that ive seen till now (i hope a lot more 2 come ofcourse) but i want to ask you to consider to make a “updated” final versions because there are some huge bugs still in it and some small bugs.

1: The Gas cylinders arent solid and the axis need to walk “around” it 2 get it, they are a little “sticky”

2: The (objective) plane disappears when you walk around it and it also doesnt register any hits (bullet/knife et.), the flag at the construction also accts weird.

3: You get stuck here when you jump, also when you jump from the broken bridge at the left at allies spawn you will get stuck on the broken bridge part.

4: Burning house sound disappears when youre in this corner.

5: The huge laterns at base arent “solid” and 1 is floating in the air.

6: The boat has a leak (not a big deal :slight_smile: )

7: You can see the “edge” of the map (not a big deal :slight_smile: )

8: Bug 8 and 9 are related to eachother i think and bug 9 is a huge bug which really needs fixing, but 1st to 8.
When you go beyond this part to the front no bullets/knife hits/explosions are registered, when you trow a grenade it will explode but you wont see the grenade but you will feel it, also no marks from bullet/knife will show up.

The nade just disappeared in the ground so i couldnt see it but it did feel it :banana:

  1. This is the huge bug, dynas are invisible when you plant them, you can arm them but you dont see them, axis and allies dont see the dynas, also there isnt an explosion (it explodes but you wont see it).

Planting a dyna.

Damn they did plant a dyna but i cant see it.

Shit it must have been there.

  1. Opening any door in the map will produce sound so you never know when an enemy gets in/outside a building, also constructing objects dont make any sound.

(Blockbuster) #6

other than that it is a very good map! :clap:


(Fenris) #7

Already downloading this one, server is full so I won’t probably throw out all the players tonight but hopefully I can swap rotations tomorrow morning, and then play some in the evening after work (with luck) :smiley:

I’m soo looking forward to this, darnit why don’t I have more time tonight :frowning:


(Drakir) #8

Damn, when i thought i had all bugs squashed new ones appear.
Tnx alot for detecting this, i may have to reconsider another version still.

But i will wait a few days this time before another release.
I have played it myself for several hours, and it plays real well now.
Allies seems to have a small advantage over Axis. But i still have to wait and see when people really learns all the paths in the map.


(ziege) #9

LMAO :slight_smile: Even worse, I grabbed the first beta but before I had a chance to test it, the second one with the fixed textures was out. So I grabbed that, then again before I had a chance it here’s another version, which I’m now grabbing also… I’d better hurry up and check it out right NOW… :slight_smile:

[Edit: Oops, I can’t check it out now. The link at pcgamemods is broken, you click download then it takes you to another page with the name of the file on, you click to download that and get thrown back to the home page ??]


(lennyballa) #10

Clearing out those “bugs” (And helping drakir):

About error 4, that’s because you’re ears are stuck between the walls :bump:
About error 6 with the boat, it’s a feature, because of the rain :stuck_out_tongue:
About error 9, Axis invented a new ground sucking technique, wich confuses theirselfs :stuck_out_tongue:


(Spookstah) #11

Some bugs are minor like the sound in the corner and the water in the boat but i wanted my report to be as complete as possible.

And your ideas about the bugs are :banana:

Drakir if you are gonna fix the bugs and compile a new map, i can test it again 4 you, the map looks great so it would be ashame that it keeps have some bugs in the final version.


(poorme) #12

Congratulations Drakir !! :clap:

I’ve played with you yesterday (FeuerFrei) and i told you that i’ve noticed a missing texure. I found other very small issues :


(G0-Gerbil) #13

Granted rain seems to be getting used in every map these days, but it’s usually there for atmospherics, and it’s MEANT to obscure visibility!
Perhaps you’d like all maps set in the daytime and to not have buildings and other pesky things to obscure visibility? :stuck_out_tongue:

Finally though, I simply don’t understand where people get this misconception that rain affects framerates dramatically.

Even on the crappest of computers / graphics cards, disabling it is likely to have maybe 3-4 fps difference AT MOST.

Try it - stand still, let FPS settle. Disable rain. Don’t move. Compare FPS. Realise it makes bugger all difference :confused:


(ziege) #14

/me raises hand

Ever tried playing ET during daytime when you have the sun shining in the room? Great on Oasis etc, then once Radar comes up I can’t see anything except the reflection of myself in the monitor! Playing at night or shutting the curtains like a weirdo is now my only option sadly. Night maps are annoying =/


(Wint3rS.LZ) #15

Excellent map :eek3: ! Really incredible… soon we’ll put it in the Chilean servers :banana:

Like others, I have found some Bugs…

Of all ways congratulations, it’s an excellent map! :clap: :clap:


(G0-Gerbil) #16

Nah I know exactly what you mean, I was looking at a map yesterday and I was like ‘it’s pure black!’ Come nighttime and darkness all around me I was ‘ooh that’s not too bad’ :slight_smile:

MP-forum will be bright daylight trust me.

Only trouble is after that, Helms Deep is going to use rain, simply because it’s part of the theming :confused:

Rain is a cheap way of adding atmosphere, but I reckon the novelty will wear off soon and people will only add it if they think it is constructive to the theming. In this map though, I think the rain is fair enough, it doesn’t detract from the look of the map. That it in itself makes things hard to see isn’t too bad - you can turn it off, or if atmospherics are PB-protected then you aren’t at any more disadvantage than anyone else.


(Ifurita) #17

Nice job. Noticed that most of the team doors made no noise when opening or if someone from the other team tried to open them - minor

More serious, I could not figure out how to pick up the poison gas tank. I found it in the truck, can see the hand icon flickering on and off, but cannot grab it. Is there a prerequisite action I have to accomplish before I am allowed to grab it?


(Drakir) #18

To get to the inner part of the lorry u have to press “duck”!

As i stated before, the doors make no sound. And yes i made em that way cause i dont think that all doors do make sound. I havent got 1 single door at home that makes sounds, maybe because i grease them once in a while. So an airfield full of engineers should be able to use a greasegun to maintain the doors. Would be really annoying to live in a bunker where your mate goes out to take a pea in the middle of the night and the door sounds like a pig in pain :smiley:


(Fusen) #19

just thought I’d answer this for ya I also had trouble when I was a engineer blowing it but its not a bug the only part which blows up is the very left panel of the fence and you have it your satchel charge just on the right of the middle panel not the actual blowable left panel =] next time just aim your satchel throw better lol


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(Fusen) #20

I made an example of what I just posted

http://82.43.178.194/fence.GIF

sorry for the amazing bad quality but I wanted it to load quicker then bmp incase you or any other visitors are 56k BUT

red = blowable
green line = seperator from whats blowable and where you places your charge
blue = your charge

if your going to blow the fence you need to deploy the weapon within the red area for it to be destroyed lol

maybe this was a little much for a simple explanation but I’m bored =x


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