"Heart of Gold" (hog_b8)


(da*Rogue) #41

deej, b9 is basically b8 with revised scripting to avoid a CP spawn bug, so don’t use b8. The competition I admin for - GameArena in Australia - are using HoG_b9 with a moverscale of 2.

b10 is b9 + a CP spawn for Allies afaik. I’m not sure whether a CP spawn will unbalance the map, nor how that would work with an increased moverscale.

Can anyone give some feedback based on matches with b9 + moverscale upped, or b10?


(]UBC[ McNite) #42

Just played some games on this (b8 )…

Well here s what i think: interesting idea. However Spawns should be oriented on truck position and not on whether gold is taken or not, cuz it makes a delay of the truck difficult when u spawn too far away.
And then there s the scale thingy… this map is so awfully out of scale its not funny. I mean… no offense meant but you should ve noticed that it real weird when you put the truck in at the latest. Playermodels look like they all come from a midget-contest or something :smiley:


(mortis) #43

…Allies steal the Monster Truck and go to the Depot. There, they load the oversize container of Axis nitromethane. Allies then boost themselves up into the truck and attempt to drive over any remaining axis vehicles…


(Uchronic) #44

Hum…
Is this a coded message that lead us to that ? : :slight_smile:

http://forums.quakewarsterritory.com/viewtopic.php?t=337

What does this change ?

@McNite :
The spawns change when the Gate is destroyed no matter where the gold is.
The scale : well, i’ve already answer to that in this thread. But, I think your feeling is not correct. At the beginning, I’ve imagined this town as a wealthy one. With huge barns with a lot of activities… a town in which the rich guy’s house looks like a mini-castle… And not a tiny little mountain village. Most of the people feel it that way too, and find it good for the gameplay too. I hope you’ll feel it that way too next time you’ll play on it.


(mortis) #45

Quote:

Hum…
Is this a coded message that lead us to that ? :

http://forums.quakewarsterritory.com/viewtopic.php?t=337

What does this change ?

Those are my bugfix mapscripts. they are intended for use with etpro, but work under newer etpub versions.


(Uchronic) #46

Did you only change this ? :

	trigger checkgame
	{ 
		wm_announce "Allied team escaped with the Gold Crate!"
		wm_setwinner 1
		wait 100
		wm_endround
	}

If so we’ll include in the final version and give you credits for it.


(]UBC[ McNite) #47

The scale : well, i’ve already answer to that in this thread. But, I think your feeling is not correct. At the beginning, I’ve imagined this town as a wealthy one. With huge barns with a lot of activities… a town in which the rich guy’s house looks like a mini-castle… And not a tiny little mountain village. Most of the people feel it that way too, and find it good for the gameplay too. I hope you’ll feel it that way too next time you’ll play on it.

See I think you don’t get what I mean (no offense meant). I m not talking about travel distances. What I think you got seriously wrong (same in Paris Bastille btw) are the proportions.
If you want a wealthy village, you can express this in rich materials, goodlooking textures or just big houses (they d paint their houses often btw, and not have the paint falling from the walls). But big houses are not the same as overscaled houses. Yours are simply built too big.
Have a look at these pics (all taken with fov 90°, cg_thirdpersonrange 200, cg_thirdpersonangle 135):

What s odd in this pic is: the door… either the player is a midget, or the village is inhabitated by giants. Its just a door, not a barn gate, and its 2.5 times higher than the player? The other thing: the planks used for the wall in the background: 3 planks = 1 playersize = 1 plank is 60cm high.

Apart from the fact that I really like the idea with the fresh wood: the beams are just way too big. As for the stones in the tex behind the player: The size of those stones would be ok in the foundations of a castle etc., but not in a framework wall of a simple village house.

Last example: look at the size of the diagonal supporting beam for the stairs: its 1 piece, and I think they must ve cut down some serious giant trees to get planks like this.

I think its more clear now what I mean by “out of scale”. It sure does look odd to me. I m sure its way too late to change it for this map, but maybe, as a suggestion, check the dimensions you do your brushwork in for your next map?


(Higgins) #48

What McNite pointed out is the reason I dislike this map a lot, I really dont like it. Every thing in it looks like you spent very little time on it. Doors should be 75-85 units tall, in some cases maybe 128; but thats just me because I press 7 and pull the brush up twice.


(mortis) #49

Did you only change this ? :


   trigger checkgame 
   { 
      wm_announce "Allied team escaped with the Gold Crate!" 
      wm_setwinner 1 
      wait 100 
      wm_endround 
   }

If you’re referring to HoG_b9, I only changed that final waitstate, IIRC. I usually comment in my name “/mortis” where I make changes, but I forgot to do it with that script. I’ll go back and remind myself what I did. I was trying to rush it, because they wanted a working quick fix asap. I had noticed that some maps had surprisingly long wait states in the checkgame routines, not just customs, but many maps had it (fueldump had a 3000ms+ wait state). In most cases, a wait state is needed after an alertentity or some other action where another entity is involved, but in most cases a 50ms (one frame) wait is enough. I don’t know what the official position of SD is regarding checkgame wait states, it seems like many of them are for explosions and descriptive text, for example the depot exploding, a long wait, and then wm_announce “The Allies have destroyed the depot!”. Meanwhile, time expires, causing the endgame check prior to setwinner being set to Allies. Then the axis win.

It’s really not a big deal on pubs, but in comp settings, seconds count, even fractional seconds, so I just trimmed the wait states down to a minimum, giving the attackers a couple more seconds to pull off a clutch win. No need for big credit, I just observed a potential problem and slapped a band-aid on it. Perhaps it’s possible to setwinner 1 at run 42, making all waitstates thereafter potentially irrelevant. I haven’t tried that, but I imagine it would work.

I only changed this:


	trigger checkgame
	{ 
		wm_announce "Allied team escaped with the Gold Crate!"
		wm_setwinner 1
		//mortis reduced waitstate
		wait 100
		wm_endround
	}

because the checkgame call does not have a waitstate:


	trigger run_42
	{
		accum 1 bitset 2
		followspline 0 tspln_42 100 wait length 304 
		accum 1 bitreset 2

		accum 3 set 42
		trigger game_manager checkgame
		trigger truck run_continue
	}

Some people say that after wm_setwinner 1 is set, that the wait state afterward doesn’t matter, and that may be true, but people said they were losing with <2 seconds left, so it may be placebo in the case of HoG, or it may not be. Fueldump, however, had three full seconds of wait during the explosions, and another 1000ms wait before triggering the endgame routine.


(Uchronic) #50

Erf… :disgust:
How I am going to answer… I’m going to take my time to be as clear as possible.

Even though it looks like a lost cause, here’s some explanations about your screenshots (btw thx for taking the time to take them) :

1. The doors : This building was supposed to be, at first, some kind of church. So, I guess Bob had that kind of doors in mind :

2. The framework :

Yep, you’re right, these are really big pieces of wood. But I’ve often seen that kind of framework with impressive oak beams. So I’ve first make a draft with smaller beams, and it seemed… to fragile for what I had in mind, so I made them a bit larger. Always the problem of perspective from the PoV of the player.

And for the texture : well, these are DaveGH’s (incredibly nice) textures. We’ve considered editing these… but we’re far from having his skills in painting, so we’ve decided to let the textures unedited instead of making them uglier.

And as I already said, this is not supposed to be a “simple village house” but something bigger.


3. The stairs.
Here, you’re absolutely right, it is oversized, and I should have done it smaller.
From what I remember from the mapping stage and all the test sessions, it seemed ok to me and to the rest of the people we worked with. But your screenshot makes the oversize obvious.

You made your point. I’ll try to change this one.

To conclude, here’s what I’ve said above.

So we decided to slightly oversize some part of the map, so that the player can have a better feeling.
[/quote]

I’ve never questionned the fact that we’ve knowingly oversized the map, but only slightly, not to the point that the players looks like “midgets” as you said.

Everything doesn’t feel that big when you play.
It may not be as realistic as it could be, but as in ET you can jump and run in such an irrealistic way, the map fits with the gameplay.

So, as I am not that deaf, I’ll try to reduce the scale of some details here and there for the next version, but I don’t share your opinion about this “midget scale” of yours.

PS : CHANGE YOUR SETTINGS TO /r_fastsky 0 !!!
It won’t affect that much your fps, and you’ll be able to enjoy the incredibly nice skyboxes out there. :wink: (made by Bob le Roux in HoG).



Higgins: I just can’t guess why you’re so bitter… Saying that "Every thing in it looks like you spent very little time on it. " is not only offensing, but also very far from the obvious truth.


Mortis:
Thanks a lot for this very detailed explanation.
We’ll include your modifications and, nevertheless, credit you for this … band-aid :wink:


The pictures in this post were found via Google images.


(Loffy) #51

About those big doors in the map: Could be that we (as ET players) are used to that texture being on “normal” doors. Perhaps keep size but remake the door-design (use other texture and/or build a new door with a number of brushes)?


(da*Rogue) #52

Some interesting comments about the aesethics (look) of the map.

However, I’m more interested in gameplay. How have the changes in b9 -> b10 (CP spawn for Allies) effected games? What has player feedback been like on that? What changes (if any) are planned before the map goes final?

:slight_smile:


(Uchronic) #53

So…

Here we are for the beta12… yes you’ve read well, that’s the 12th beta version, and, we strongly believe this is the last beta before the final.

We started to build this map with admins of a french cup who wanted a new competition map in their maplist. So there were not only Bob & I who elaborate this map but also all the players who contributed by testing and reporting bugs, gameplays issues… This is the reason why we made so much beta versions, and why some of them were unvoluntarily released to the public.

Today, we come back with the experience of three tournaments in which HoG was used, and sometimes modified. Bob and I decided to make some changes. And the last tests proved it improves the gameplay.

What’s new : (how is the world treating you)

- The Command Post :
It gives a spawn point to whatever team construct it (until the Gate has been destroyed).
At start, the axis command post is pre-constructed, and the axis own the cp spawn point. If the CP is destroyed, each team spawn at their default spawn point.

Once the Gate has been destroyed, the CP only offers a spawnpoint to the allie team. But the axis can gain an advantage over the allies by destroying it, and forcing them to spawn back in the garage.

Now that the Allie have the opportunity to spawn directly to the CP, the defense will be much more difficult for the axis…

[i]Objective Area [/i]
You’ll find less mines areas, a protection against FFE, and little details to improve this area.

[i]A destructible truck ?[/i]
We had a lot of feedback asking us to make the truck destructible.
We think it’s more fun with the truck non-destructible, but, we found it could be a good thing to offer an alternative (especially when there are more players than 6+6).
So we made another pk3, a complete stand alone, called : HoG_b12_dt (dt:destructible truck). You to choose what you like the most.

That’s all folks.
Most of the bugs were hunt down, if they all perished, then this b12 will be renamed in “final” as the gameplay is quite balanced and fun like this.

Have fun.

Links :

HoG_b12 (normal version) : http://hog.mapping-territory.com/HoG_b12.pk3
HoG_b12_DT (destructible truck) : http://hog.mapping-territory.com/HoG_b12_dt.pk3
ReadMe : http://hog.mapping-territory.com/README_HoG_b12.txt


(Gnoun) #54

I can’t wait to play it :cool:

HoG is sooooo sexy :banana:


(macbeth) #55

ha finally a nice map is out
it is really sad to have pretty only Trickmaps for ET now
will add it for our server
8.2.120.143:27960 MCBETH’S recruiting,XP Forever


(Uchronic) #56

thank you

Btw, even though there are a lot of trickjump maps, reading this forum a bit I had the chance to test several (really) good maps released recently, including Raw Castle Final or Warbell… some of the finest custom maps for ET.
So, even if there are less map releases, the last one were really good !