"Heart of Gold" (hog_b8)


(DerSaidin) #21

The roof tops around the HoG aren’t the most beautifull part of the map, but I dont think spectators would care if they can fly over it.
I got a lot of comments saying how people loved that spectators could fly over the roof of adlernest. Just check that you cant boost on to it <_<

Damageable truck also sounds good.


(SniperSteve) #22

Nice Job, The oversized effect is sure to throw some people off. :slight_smile:


(AkiraCorp) #23

I don’t know your Team, but I’m sure that you are a good guy Uchronic! :bump: :banana:

Friendly :slight_smile:
Akira.


(die die) #24

keep me searching for a heart of gold…duda dum duda dam

just played the map on my local public server today, the map playes fine but its alot of running involved

think you should put in a second spwn for allies on the map to even it out abit more,maybe where you blow the gate or something

die die:)


(fattakin) #25

The screens are really nice, fresh style. I’ll get it on the Bolthole for the friday stopwatch games!


(da*Rogue) #26

I had a 6v6 scrim on it yesterday. There were some ‘glitches’ that occurred -

You can try and reproduce one this way - “select forward spawn as axis on HoG, then let allies destroy the gate. there is no spawn point there according to the map n shit, but you keep spawning there.”

The trackswitch came down on the truck model as it was moving through

As someone has already mentioned, the truck can crush you in between it and the switch as it moves into position.

I’ll have some ‘gameplay’ feedback soon, when I have another scrim or two on it :slight_smile: Any info on a new beta and the changes that may have?


(Uchronic) #27

Interesting.

As a matter of fact, we’ve discovered these glitches too.

  1. As an axis, you can still spawn at CP after the gate has been blown but only if the axis CP is constructed.

  2. The barrier can be lowered even when the truck has gone beyond it. It doesn’t mean the barrier don’t stop the truck, it does, but only that it can be lowered when the very front of the truck has gone beyond the barrier limit. Visually, it means that you can see the barrier “cutting” the truck. But, anyway, it means that it’s too late to lower the barrier.

For the distance between the truck and the barrier, we’ll keep it that way. Because, like this, players have a very accurate knowledge of the time they have left to lower the barrier. If the truck stops too early, it is quite frustrating to activate the switch and see the truck moving…

At the moment, we’re gathering all the feedback we can, and we’ll certainly make a b9 soon. The truck will probably be destructible as the map seems easier for attack than for defence.

There have been a lot of different versions before the b8. So the script and the map were modified a lot. As Bob said to me earlier “the script has been modified too much, especially for the spawns, we should delete some parts and do these again from scratch to avoid that kinds of bugs”.


(da*Rogue) #28

Hey, thanks for the prompt reply.

I’m not sure allowing the truck to crush players is the right move, but I can see why you want the truck close to the trackswitch. Sure there isn’t any other way to make it visually clear to players without having them crushed?

  1. As an axis, you can still spawn at CP after the gate has been blown but only if the axis CP is constructed.

I’ve tried reproducing this but couldn’t - it seems somewhat random. Sounds like a rewriting of the map scripting should fix it anyway, so not really an issue :slight_smile:

It sounds like your feedback is showing more of an offensive bias thatn what I’ve seen. Can you give me a guide as to the regular completion time of the map? What are your aims regarding average completion time? I’d probably aim for around 5-7 mins average completion time if I were to make a map, and anything longer than ~6-8 mins for average completion time is probably too long.

From what I’ve played, the truck should continue to be invulnerable and perhaps have it’s pace quickened a little (using b_moverscale above 1). I’m looking forward to having a few more scrims on HoG though :slight_smile:

Btw, I’m an ET admin at GameArena in Australia, where we have ~ 50 teams active in our ET ladder. We’re considering adding Heart of Gold to the maplist for season 7, which will start on May 4th.


(Uchronic) #29

As a matter of fact, in the previous version, the cp-axis-spawn was possible during the whole map. But the first axis-spawn was at the gold.

So the axis had to rush to the cp, construct it, and manually set their spawn there.
It was pretty fun, as the allies were trying to prevent the construction of the CP.
But the players with wich we were working, though it was too hard to set a defence for the gate… So we’ve changed this. This changes might not have been as bugless as we hoped they would be.

And, yes, I’ve heard about GameArena in Australia. Hiroshima.au was pretty active (and constructive) in this forum, and I’ve read SirSydaLot on an IRC chan.
You guys have a pretty impressive website !
With the auto-generated passwords and this incredible table with all the matchs, teams, and maps ! whoo v57 !

As a matter of fact, the map has been casted in the LFET and in the ouichbase², two european cups. It would be a pleasure to see our map in your ladder. But, should I do something, like an application?


(da*Rogue) #30

The GA map analysis page is indeed handy =) Hiro unfortunately left ET awhile ago, so I’ve taken over the custom map reins to an extent and compiled our last mappack.

No application needed for Heart of Gold to be considered :slight_smile: We have until later in the month to finalist the maplist.

It would be nice to know what the average completion time has been for the map, particularly b8 (and b9 if you’ve had private testing), and how often the Allies have failed to complete the objective (full held).

PS. I’ve checked out the websites of the two competitions running HoG, but unfortunately I’m not familar with the language ;p


(nedd3h) #31

Uchronic, the above link to your web space includes HoG_b8_patch.pk3. Does this go into the server’s etmain folder. What does it fix?

And what’s HoG_b8_dt.pk3 ?

I have this map on my server :slight_smile:
http://www.ned.theoldergamers.com/ned_et.htm


(Uchronic) #32

Oh damn !
I’ve completely forgotten to delete these files ! :stuck_out_tongue:
These two files are not properly functionning and they were meant for private testing, so forget about them. :slight_smile: Everything will be included (without bugs ;)) in the next version.


(=SC=Beef) #33

I added this to our pub server last night and there was nothing but great comments.

Good work :slight_smile:


(=SC=Beef) #34

i see that b9 is out and b9_dt

any links ^^ :slight_smile:


(Uchronic) #35

As I said earlier, these files are in the “TEST” directory. They’ll probably create conflicts with upcoming “official” versions as they are far from being finished.

I’ll ask Bob to set a pass for this directory :wink:


(da*Rogue) #36

Hey guys,

I’ve spoken to a few of you on IRC & MSN as Sean/Rogue =)

I’m an admin over at GameArena in Australia, and we’re using HoG_b9 in our ladder competition. We’re using moverscale 2 to speed up the truck, as it seems too slow as is. You may be interested in joining our ETTV server and watching an upcoming HoG_b9 match between two decent Aus teams. Lag on ETTV shouldn’t be much of an issue, particularly if you don’t freespec.

Match details are as follows:

Tuesday, 16 May 2006 @ 09:00pm
Potentia Operativa vs Das Reich Oblivion
Map - GC: map HoG_b9

ETTV Server: 144.140.154.43:29000

(ETTV won’t be up until match time)

Remember that’s GameArena Australia time, which is +10 GMT. Fwiw, it’s 8:15AM in Australia at the moment.


(DerSaidin) #37

http://www.gamestv.org/war.php?wid=504


(Uchronic) #38

:banana:
Cool!!!
We’ll, of course, try to watch this.

For those of you who don’t know this yet, the b9 version was released to avoid a spawn bug at the CP. Then, Der’saidin made a patch script to allow an allies-cp-spawn and the latest modifications is the speed of the truck.

These modifications are quite interesting. As I said on IRC, we’ll make an allie-cp-spawn in the b10, but we’re not sure yet about increasing the speed. This match will be a great opportunity to see how it works on the field.

This map has already too much beta versions, we’d like to make it final as soon as possible.

PS : Der’saidin, can you post a link to your script modifications?


(deej) #39

Uchronic for testing purposes, which is the best version to currently use? b8, b9 or b10. I’m guessing b10 but I’d rather be sure.


(DerSaidin) #40

http://dersaidin.mercness.net/configs/HoG_b9.script
Theres the link, but I’m not so sure it needs it now…