Hide "FINAL" released again now "2hide"!


(Drakir) #1

Hide is now FINAL.

After alot of testing i belive all bugs and issues are cleared. Very pleased with all people who have helped in testing the map.

Get the map at:

http://www.pcgamemods.com/2885/
or
http://www.sikstrom.nu/rikard/files/hide_zipfile.zip
or
http://alenet.mine.nu/files/etmain/hide_zipfile.zip
or get the map via the server download.

Server running the map:

Servername: Drakirs|Territory
ServerIP: 213.112.60.154:27960 (server may be changing IP from day to day as i have a dynamic IP adress)


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 : Hide
Filename : hide.pk3
Release date : 2003-11-06
Decription : During the Axis attempt to fire across the english canal they have built and hidden a huge gun in a farmhouse. To stop the firing of the gun, Allied forces need to get hold of the secret codes that unlocks the door to the hidden gun and then destroy the gun to make sure it cannot be used!.
Program : SD Radiant 1.3.8

Build time : Started work 2003-09-29
Compile time : 25mins BSP, 25mins VIS and 5 hours LIGHT
Compile machine : AMD Athlon 2200, 512mb

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

New Textures : 1
New Sounds : Nope
New Models : Nope


Info!

#. This is a the FINAL version.
#. See if you can find the 3 hidden rooms in the map, they dont add anything to the map just there for fun.

#. Objectives
: Destroy/Defend the entrances.
: Capture the Forward Spawn.
: Get/Defend the Dynamite Detonator.
: Build/Destroy the Commandpost.
: Get/Defend the Keycodes Documents.
: Dynamite/Defend the Big Gun.


Special thanks and Credits to:

None yet…well perhaps “Sock” for the work he puts into answering our stupid questions on the SD Forum…almost forgot B-Xpress for our lovely midnight chats (B-Xpress also gets some credits in the map as i have named the train after him).

Tnx to all who tested it and gave feedback on bugs and other issues, some testers name below in now perticular order:

  • SenF clan, specially Pete Wright.
  • Loffy, fellow Swede mapper.
  • S.S.HeirPie
  • =CFC= Kam
  • PH@T!E aKa Chris
  • Doddsy
  • toasterking
  • Mev2436
  • J D
  • Zeus a.k.a. Alex
  • RudeBoy
  • Blusher

Progress reports from my homepage:

2003-11-06

FINAL version released. HF, GL!

2003-11-04

FINNALY the map is ready for tests.

Be a BETA tester of my new map “Hide”!
Contact me via mail lindgrenrikard@hotmail.com and i´ll give u the download location and password to the test server.
I dont want this BETA to go public before a gametest is done so i can get rid of any stupid small misstakes i may have made.

2003-11-03
Its in the middle of the night and i am doing compile nr. 5 for todays mapping. Glad to say that the map will reach BETA tomorrow, i have been doing the objectives during the past days and its been booth fun and mindblowing at times.
The objectives are done and works:

First task for the attacking Allies will be to grab the forward spawn flag
Then they need to steal the detonator battery so that they can arm the dynamite detonator in the town.
When the detonator is armed they need to push the detonator trigger to blow a hole in the wall to get hold of the secret code documents that is kept inside a vault in one of the buildings in town.
The secret code documents is needed to unlock the door to the big hidden gun inside the farmhouse.
Once the door is unlocked its time to blow up the big gun to win the game.
This may sound like a undoable task, but i am hoping that i will be a rather fair deal. The game tests will show if something needs changing. As for a fun part it the map i have added 3 secret rooms in different places. You dont gain anything from finding them but i thought it was a fun addon for the map. The map is pretty biased for the Axis, i havent yet added anything for the Allies to build. But then again they will have their hands full with blowing things up instead. More screens and more data on the BETA release will follow in next update later. Just typing away waiting for the VIS compile. I have almost reached my goals on this map, i set out to not use any new textures and no new sounds or models, well i broke the first goal by making 1 new texture for the secret rooms. But that wont add much to the pk3 size so what the heck.

2003-10-26
Yet again 8 new shots, the shots and the test below does tell almost everything i have made in the past days. Also getting closer and closer to having the goal decieded. Dunno if i will talk about them yet though, not sure if am going to be able to do them as i wish yet.

2003-10-21
As you can see below i have put up 8 new screenis for your viewing pleasure. I am back at hard work on this map, and its getting along nicely. This is truly the biggest mapping project i have taken upon me to do. But its pleasing to see that its turning out great. I am making things up as i go along, but i am getting more and more clear on what the objectives will be. The map will have a tank, that the Allies are going to have to steal from the the Axis fortified area. Allied forces needs the tank to blow a hole in one of the town buildings so that they can get the stuff inside that house. I know this has been used in several maps, but i think it fits the ET theme to have a tank. The tank may change into a truck if i can get the stuff i want to do working.

One thing i have said to myself from the beginning is that i must only use the original textures and models for this map. This is so the maps download size will be as small as possible. The whole .pk3 file is in its current state only 3.5mb and i dont think it will grow over 5 when done. 5mb is even acceptable to a modem user to download. So i belive that this will also make this map played more. This time i will have alot of testing before releasing it, the map will be released to the public in a “FINAL” state from start.

2003-10-09
Progress report. Havent been working that much in “Hide” for a few days. Been playing mostly, just recently joined a UK ET clan, ]RaF[ Runaway Fighters. So alot of mapping time has gone to taking the dust of my aim. I have released 2 new small maps i wipped up really fast, u can read more about those on the “News” page. But i havent stopped working on Hide, just taking a short break. The map is coming along nicely, i have been banging my head gettting the FPS great on the map with some hint and other rearrangements of brushes and the terrain. So if all goes as planned the FPS will be pretty good on this rather large scaled map. Right now i am working on the townpart that will be the 2:nd objective for the Allied forces to get hold of. I am adding alot of detail to the buildings and also the interior.

2003-09-29
A new map is on the way. I havent gotten that far yet. But as i use to do i show off on progress while working on the project.

This new project goes under the workname of “Hide”, that name will not be the one used on any release, dunno why i called it that…just what came to my mind when doing the terrain. I dont have the theme and objectives clear yet and havent decided on what they will be…still thinking of them and what i should implement regarding maybe having a tank or a mocing truck in the map. All i can tell so far is that the first objective for the Allies to clear is to bring their flag from their spawnbase to the Axis fortified area and thereby capture that area. Once captured they are going to have to complete 2 more objectives before the map ends.


Copyright © 2003 Rikard “Drakir” Lindgren all rights reserved

This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.



(Drakir) #2

REALLY REALLY SORRY!

Made i misstake…i fixed the wheels on the trucks that where missing textures. But somehow they still miss the texture.

I will make an updated version ASP.

:banghead:


(Drakir) #3

Hmm, this is really weird!

If i run the map at a local server with “Pure” on and no additional pk3 files in /etmain i get the textures on the wheels.

But when i run it at my dedicated server it doesnt show?
Is there something to do with ETPRO? Anyone running a non ETPRO server out there that can test this?


(HerrK) #4

Not so fast with the final-release…you have all time you need!
I have rather a later Final-Version, instead of an early Final-Version…and then a Final2…Final3…and so on! :smiley:

(NdK) :wink:


(WhiteAngel) #5

Well he is going to fix the spawn times as they were 30 secs for allies and 20 secs for axis, so there will be a new version of it.


(S.S.Heirpie) #6

there is one thing Id like to see changed, maybe you could make the wall that is by the big gun by the barn so it could be destroyed by dyno, this is a very hard map for allies>> if there were another way thru it would be a bit harder for axis…


(Moonkey) #7

There are a few extra skins for things like vehicles that came with radiant but aren’t in any pk3s. Check the path for them and put them in your pk3 :slight_smile:


(seven_dc) #8

Yes I had this same problem. You need to add the texture to your pk3 to make wheels work
Texture is in:
\models\mapobjects\blitz_sd\blitz_sd.tga


Fix Ps3


(radiant) #9

kool but too big map… :stuck_out_tongue:


(Drakir) #10

Well i noticed that too, but it still seems weird that a “pure” server started should read from the files outside the pk3´s. Or did i miss some lesson about “pure” servers somewhere. This issue makes it really hard for mappers to test their maps without having to have 2 installs of ET.

I dont think that would change the hardness fact for the Allies that much as they still need to pass the house and get into the farmhouse the same way anyhow. All the times we played the map sofar has been outcome decieded by teamplay and that´s how it should be in a map.

Well i really thought this was it, as you know i have made a few maps before so like i said, i am really sorry for the major misstake.


Enough said about that, i will release a new version later today. This map will be “2hide”, shame i missed the stupid thing now the names screwed up.


(Loffy) #11

Perhaps Heirpie is talking about another way in? A way that doesn’t force allies to go inside the farmhouse? (Just a dynamitable hole in the outside wall.) That would make it harder for axis to camp inside the farmhouse.
However, I am not sure that would be becessary. I mean, if I team up with 1-2 good players, I’m sure I could “clear out” the farm house from axis campers.
:nod:
// Loffy


(BXpress) #12

thx for creating ths really cool map;)
PS: thx for beeing the trains name :clap:


(radiant) #13

the window is leaked :stuck_out_tongue:


(HerrK) #14

It gives worse things! :wink:
I think general that the mappers take more time for his projects.
But the map is, up to the mistakes, a really good mappingjob. :clap:

That’s not a leak, the window is only a little bit open for fresh air! :smiley:

(NdK) :wink:


(Drakir) #15

Yeah thoose damn german construction workers cant do anything right :blah:

Well a VERY FINAL version is out in the open, and i wont correct the window thingy above! I have seen that along time ago and just mainly forgot to fix it…but i dont think its that important to fix so i wont do it.

//===========================
//=== NEWS COPIED FROM MY PAGE! ===
//===========================

/me spanks meself for being stupid.
I made a major misstake and managed somehow to get a missing shader on the truckwheels for the FINAL version.
Well i found 1 more stupid type-error that i corrected, this time it´s the real FINAL version. I dont see myself having to do another version.
So get downloading and play your socks off.
The VERSION u want to have is this and the map name is now “2hide
http://www.pcgamemods.com/2890/
or
http://www.sikstrom.nu/rikard/files/2hide_zipfile.zip
or
http://alenet.mine.nu/files/etmain/2hide_zipfile.zip
or get the map via the server download.

Server running the map:

Servername: Drakirs|Territory
ServerIP: 213.112.60.154:27960 (server may be changing IP from day to day as i have a dynamic IP adress)


(radiant) #16

lol Drakir… u relased too many version of hide :stuck_out_tongue:


(Caesar) #17

Good work Drakir…nice map indeed:-)I put on my clan page HERE


(Slippery Jim) #18

Someone posted this comment:

Just so you all know the spawn timers are wrong even in the final map. I’ve been told Drakir is working on fixing it and should release a patched version… so you’ll have to download it again I’m afraid…

Does anyone know what he is referring to? Is there a bug on this new final?


(WhiteAngel) #19

In the latest version… “2Hide” the problem is corrected.


(Drakir) #20

stop buggering me, and start killing some foe´s instead.