Irmgard Complex beta1


(Qualmi) #1

My first map has finally come to an end. There are no effects within. At least not those big ones i planed such as light and other stuff. Still too noob for this stuff :confused:

Description:

Irmgard Complex was originally designed to be a 1on1 objective-based EtPro Stopwatch map and could be played up to 3 on 3. After endround 1 the predecessor Axis will have to beat the clock.

Briefing:

A small allied group is trying to gain access to the Irmgard Complex. They attempt to blow up Irmgard, a mighty Axis Sea Gun which only could be located through the radiowaves it is emiting. All this troup knows is that there somewhere is a gate. And by passing through this gate they will gain access to the base.

Features:

  • music toggle (for relaxing ambient :))
  • multiple Spawnpoint system scripted. Axis Spawnpoint can be toggled back and forth by a switch
  • multiple Spawntime system. Allies and Axis Spawntime can be set to 5 and 8. Both sides have access to both triggers.

Screenshots:


A little overview over the area.


Some mysterious doors and ladders. Might come an allies out there, i dont know :confused:


Near the allied Spawn.


Room with an objective within. The objective is the key on the right side.


The complex from outside. 2 Axis Sea Guns protect it.

For Bugs pls use this thread or contact me via E-Mail.

Here is the download link. Its now beta3:


http://www.wolfmap.de/details.php?file_id=3149


(ailmanki) #2

tested with etmain 2.60b , lots of other pk3’s in etmain

  • the buttons are quite confusing… bubbles? knife?
  • the command map… just missing… :(, hard to find objectives
  • the objdata is not displayed cause you have in the ‘// Set scenario information’, some unclosed quotes.
    remove the " just before the ‘**By Qualmi"’,
  • the buttons with the knife hint give nice feedback, yet everything else not. Except an objective is taken. But would be nice to know if its captured…
    -seems the sps is not valid (throws an error for line 1)
    -the objective icons had been 2 gas cans… sure cause of another map, but maybe put in your own ones instead of using default
    -the main room seems like fullbright, almost no shadows… looks kinda unrealistic
    -it throws the error ‘no tracemap found for map’

I wonder how it would be to play with these spawns…


(Qualmi) #3

hm…can you give me the exact error message of that .sps bug. the map is almost dead without this file, caus i scripted the complete sound of that map in this file and sound is very important to me. this is also why the buttons are so confusing. they normally give feedback via a nice togglesound. if the .sps file is missing than ofcourse this is confusing :[ then if you capture the key and the battery there will be a capture sound too. also scripted that into .sps. not to forget the music toggle, which is the one with the bubbles :confused:

the objective data file is fixed now. thank you :]

i will also work on the lights, but i cant promise it will look good.

and the tracemap ? why is it throwing this error. isnt a tracemap not that file u use to make the commandmap ? dunno :confused:

the sps bug seams to be the hardest for me ! hope ill get that fixed :confused:

thx for testing :slight_smile:

edit: and what you mean with commandmap missing. is there a custom picture within or is it ugly yellow black :confused:


(ailmanki) #4

tracemap: http://wiki.splashdamage.com/index.php/Trace_Maps
goes into maps/
e.g. radar_tracemap.tga

the command map, is just black with your name :p…
some real map would be nice, although not needed, yet really needed is that you display on that map, where the objectives are, where there target is…
Hm… that sps bug… will check again another day the map…


(Qualmi) #5

hm…anyone else has that error and can give me the errormessage ? id like to fix that really quick.


(TomTom7777) #6

Visually good. Here are some missing items though

.arena file and .objdata file have same extra quote error. Objdata does not match limbo images (objectives shifted by one). Map script (wm_number_of_objectives 3) does not match the fact there are 4 in objdata, so last (wm_objective_axis_desc 4…) is not displayed in limbo.

map script:

axis always win because wm_setwinner 1 statement missing from
elevator
{trigger move …}

game_manager{ spawn{
lacks
wm_set_main_objective
wm_objective_status
statements

wm_objective_status statements missing from the 3 objectives’ script blocks so limbo screen not updated

warnings:
warning on missing shader texture/-qp-irmard/weiss texture missing (battery maybe?)
warning on setstate when battery delivered

comments:
Door beside gate looks like a team door. You should use a different skin.
A different texture for the table would make it easier to see the key, especially in the limbo screen
Shadows through doors in generator room are at different angles so 2 point light sources are implied, but none are placed to match angles.

LOL
Axis can trigger the dynamite plunger.


(Qualmi) #7

LOL
Axis can trigger the dynamite plunger.

hehe, thx for the real good analyse.

  • wm_setwinner fixed
  • objectivedata also
  • limbo description will be fixed in a few minutes

still waiting for that .sps errormessage. did you had sounds in your map ?


(TomTom7777) #8

Yes sounds are present but very muted and generator sound is delayed. Had to crank the effects volume past half way.


(Qualmi) #9

ill test this on another computer if possible next days. i also could need some help with the .arena file. can someone take a look and tell me whats wrong ? the mission text should normally appear when the map loads, but it dont :confused:


(TomTom7777) #10

the map string in your arena file is not an exact match to the mapname
i.e.

	map			"Irmgard_Complex_beta1"
	longname		"Irmgard_Complex_beta1"

should be

	map			"irmgard_complex_b1"
	longname		"Irmgard_Complex_beta1"

(Qualmi) #11

Irmgard Complex beta2 out now

Ive also added this download link to the first post of this thread.

=======================================================
Changelog

  • light and texture settings
  • tracemap added
  • .arena file error fixed
  • mapscript extended and fixed
  • limbomenu objective descriptions fixed
  • added another trigger to prevent the axis from driving down the elevator
  • briefing text modified

The map has now become a much better visual boost by adding nice ambient light. Beta 1 i must admit was way too bright. Now its much smoother and darker.

Thx too all the testers of beta1, its not finished yet :stuck_out_tongue: though this map is almost final.

Bugs in question:

.sps soundfile bug. pls report any errors you get concerning this. ive tested it on another computer today and everything worked fine concerning the sound of the map. The sound of the mp40 was emited in the same flavour as the ambient sounds. Maybe soundcards are causing this problems, i never had those :confused:

definetly worth a download :slight_smile:


(Qualmi) #12

Some time has passed, thx to all the testers again.

Irmgard Complex b3

I want to present my 3rd version of the map.

Download:

http://www.wolfmap.de/details.php?file_id=3149

=======================================================
Irmgard Complex beta 3

Author : Qualmi
Location : Germany
Game : Wolfenstein - Enemy Territory
Date : 21.02.2009

Recommended Gametype: Stopwatch
Recommended Spawntime: 5 seconds each
Recommended amount of players: 1on1, 2on2, 3on3

=======================================================
Briefing

Allies have to gain access to the base by passing the gate.

=======================================================
Objectives

The Objectives are ordered, means you wont be able to do Objective 2 if you have not yet finished Objective 1 f.i.

Axis objectives

- Defend the key
- Defend the battery
- Prevent the allies from placing dynamite at the gate
- Prevent the allies from building the dynamite mover and switching it
- Stop them from driving the elevator

Allied objectives

- Steal the key
- Steal the battery
- Place 2 dynamites against the gate
- Build the dynamite mover and pull it down to toggle the dynamite
- Drive the elevator to gain access to the base

=======================================================
Features

Spawnpoints can be toggled by pushing a button:

Toggle 1: Axis spawn inside, Allies outside
Toggle 2: Axis spawn outside, Allies inside

=======================================================
Changelog

beta3:

  • light and texture settings
  • Spawnpoints changed
  • Spawntime buttons removed
  • additonal brushwork

beta2:

  • light and texture settings
  • tracemap added
  • .arena file error fixed
  • mapscript extended and fixed
  • limbomenu objective descriptions fixed
  • added another trigger to prevent the axis from driving down the elevator
  • briefing text modified

Screenshots:

If everything goes fine then this will be my last version of the map.

greetz

qualmi


(Pande) #13

fan brushes too thick
too many axial boxes… arbitrary rotation if using 1.4 or press R in 1.5 for rotate tool. much more realistic that way, I see you got it elsewhere.
blue texture has no depth… perhaps make it a gradiant and darken a little, its very distracting and unrealistic.

in your case, add _minlight and a negative value to worldspawn… maybe -5
this will darken your shadows, would be a nice touch to counteract -bounce and -filter
also on final compile, use -dirt. it will take a lot longer, but beleive me its worth it! thats a light stage command btw.


(Northerner) #14

here is a mirror for your map at RTCWFiles.com
http://returntocastlewolfenstein.filefront.com/file/Irmgard_Complex;98031

feel free to upload your maps at anytime HERE

.


(Qualmi) #15

thx, all help is ofc appreciated.

fanbrush and bluetexture wont be changed, caus there probably wont be another version of the map.

anyways thx to all the help.

greetings