Le Mont St Michel - Beta


(Massive) #1

Overview

Le Mont St Michel - Beta1

Author - Massive

Thanks to Detoeni, WeblionX, Jecoliah, Shunter, Ydnar, Blushing Bride, Chavo One, NOP, the Dooc Dudes for helping playtest & everyone else who has supported the development.

Map name: lmsm_beta1

Size: Campaign map for 14+ to play

Download link: http://files.filefront.com/lmsm_beta1pk3/;4509193;;/fileinfo.html
OR
http://shunter.org.uk/modules.php?name=Downloads&d_op=viewdownload&cid=2 (registration required)

Scenario
Allies must infiltrate Le Mont St Michel & Steel the Axis Defence Plan for Normandy. There is a gun boat waiting on the far side of the island which provides the escape route. The allies should take the church, establishing a command post then blow the abbey doors, which will give them a strong position from which to steal the plans. There is an alternative way to infiltrate the abbey & once done a rope can be lowered to allow other team members in. The Axis need to stop them.

Main Objectives

Allies
Capture the Church
Blow the main Abbey doors
Steal the Plans & escape to the Gun Ship

Axis
Maintain control of the church
Prevent the allies from penetrating the abbey
Defend the plan

Installation

Please install by placing the PK3 fine in …/Wolfenstein - Enemy Territory/etmain.
Server and clients may need [ seta com_hunkMegs “265” ] in autoexec.cfg.

After tha allies spawn they need to attack the church, it up what passes for the main road in Le Mont St Michel.

You can also get to the church through the back steets, this is the church using that approach.

This is the other side of the church, having captured it, looking up to the where the abbey door are. Behind you here is the wine bar with the command post.

This is a constructable Axis defensive position on the approach to the abbey doors.

There is a constructable Axis defence barrier at on one approach to the abbey doors, building this is critical to defence of the abbey

Blowing the abbey doors, this area is overlooked by a few positions and is minable. Blowing these doors transfers the Allied spawn to the Abbey.

The Axis team also have defences to build at the back of the abbey to prevent Allies sneaking round to the side door.

Once established in the Abbey, the allies have several routes from their spawn to the Axis plans, 2 of the main routes lead through this place (called the Abbey Church, not to be confused with the church in the town).

The Axis plans are in this room, it is at the top of ‘the Marvel’ this is the big building at the top of the Mont with large slitty windows

This picture will help get it straight, this is a view from a spectator position high above the abbey doors, the building on the left with the fine windows is the ‘Abbey church’, the building on the right , with the long row of slitty windows is ‘the marvel’ with the Axis plans at the top.

As axis, you will spawn 2 levels under the room with the plans, you have axis only doors to get up, down and about quickly.

Once the allies have the plans they need to get out of the abbey and to the ship. This cloister (At the top of the marvel, next to the plan room) provides an exit, but it’s a big jump. Other exits take you back through the Abbey.

These are the steps down to the Ship, they are very steep, be carefull, don’t go too fast.

This is just a view of the abbey, I liked.

As you get to know the map, you’ll discover the roofs in the town, nearly all are accessible.

Feedback and comments can be left on any Forum, this is posted on, I will check them and build a wish list of improvements. There have been several changes since the Alpha playability test, see the readme file for details.

For those of you who are mad enough to want even more detail on the scenario, abbey layout & objectives see

and

I hope you enjoy it…

Massive


(Ifurita) #2

Very nice


(kamikazee) #3

The screenies suffer from typical repeating textures, but they some some nice views.
It mostly looks good, I’ll have a look in-game.


(Pytox) #4

Well, I’ve played it :slight_smile: and I’ve found a fault, U can’t go in when u open this door:

But its a cool map and i have a quite good fps on it!


(Massive) #5

Thanks - those last minute changes, damn- I’ll put it on the fix list

Massive


(Shaderman) #6

Nice, but those church windows look squeezed :slight_smile:


(Northerner) #7

i put the map on my server but it locked up when i went to switch to the map?


(flower.Hercules) #8

Indeed, very nice job.


(<BT>Pitsbrgparatrpr) #9

Tried putting this gorgeous map on my server but it said something about Hunk Usage?? And locked up? Any ideas? :eek3:


(Massive) #10

Yeah, there’s a note in the readme file -

Server and clients may need [ seta com_hunkMegs “265” ] in autoexec.cfg or whatever. It’ll probably work with less than 265, experiment if there’s a problem.

I think, I’ll put this on the start up screen of the next release so its easier to find.


(kamikazee) #11

com_hunkMegs = 128 allready did the trick for me.

I seriously wonder what makes this .bsp so big, or is it simply the huge amount of brushwork?


(Massive) #12

Different people seem to need different ammount of hunkmegs set, 265 was the I highest the was reported to me, so that’s what I put, 250 worked for me, but 190 which was my default did not.

There is a lot of brush work, I think the BSP only compile give an 18M bsp size, Also me construction technique, how shall we say, evolved over the building of this (my first map and all that) - and allthough I’ve gone over the bad stuff several times, taking out un-needed brushes, merging brushes, eliminating T-junctions etc., I’m certain that if an expert built this from scratch they could vastly improve the construction. And of course I’d do a lot of things differently now I’ve gone through the pain of fixing some of the bad stuff - If any ‘starting mappers’ read this, it is worth listening to what these experts say in forums and tutorials about how to construct properly, it’ll save you hours of pain & rebuild etc.

Thanks all

Massive


(Massive) #13

OK guys, I’ve got some unwanted symbols on the size of my crates (my ignorance I’m afraid). This will be fixed for Beta 2. For now, if this causes a problem in any way for hosting then the follwoing 2 files can be replaced in the PK3 file, these replacements go in the textures/lmsm directory.

http://files.filefront.com/cratearz…;/fileinfo.html

http://files.filefront.com/cratearz…;/fileinfo.html

Regards

Massive


(=PoW= PHI) #14

I really like this map, and had it on our server, but the Hunkmeg issue is big trouble for many players. I has to remove it from our rotation because we would lose about 80% of the players.

Is there anything you can do to resolve the Hunkmegs having to be so high??


(kamikazee) #15

Hunkmegs defines the amount of memory ET allocates, so the only option is to reduce LMSM’s file size.
It will probably come down to tweaking the map untill the .bsp is smaller.


(=PoW= PHI) #16

I really would like to see it done, as I said the map is damn nice to play and damn nice to look at. But when you have a 54 man server and the map comes around and you lose 40 players…well this is not what I want.I hope Massive reads this and can maybe do so tweaking on it.

Nice map Massive


(DWM|Commando) #17

Hey I d/l the map and hosted my own game with it and i go a Hunk_AllocateTempMemory Error. I don’t know if this is something wrong with my game or your map b/c i’ve never had this error before when testing a map.


(=PoW= Kernel 2.6.5) #18

Read the posts above yours Commando.

The first one states your hunkmegs should be 256 and there are a couple other posts about the hunkmegs.

I wish the 2.60 ET update would have addressed these memery issues by increasing the default hunkmegs.


(kamikazee) #19

Ok, but it would allso raise the minimum of RAM required or the elevated allocation will fail as well.


(=PoW= PHI) #20

I have mine up high, it just alot of the other players do not. And to get them to do it is well…real tuff