Le Mont St Michel


(Massive) #21

Thanks Kernel - I’ve been playing on =POW= Chaos, good games. Any sugestions for the final version, I’d be happy to hear them

Regards

Massive


(Axxies) #22

Hey! I have got it running now. I just needed to find out how the com_hunkMegs and com_zoneMegs really worked. They are relative to available memory. However, some of my users/players still have the problem so if it’s possible to decrease the hunkMegs, I think that would be a good idea.

I LOVE this map! It’s beautyful, well made and only a few bugs as I have seen. It’s on my server now and just now included in the current rotation WITH bots! (still in beta)

However, there is one thing that I would like to see be improved. Finishing this map can be done REALLY fast. It’s good that the final stairs are steep, so you can’t go too fast. However, it would be nice if there were some buildable barb wire fences that allies had to blow up in order to get to the boat. Another thing is that when you have fetched the documents, you can go to the light brown doors, passing the small square (whatever that is called in english) out to the window and jump down to first land on the lamp and then down to the grass. An alternative thing would be to remove the lamp and instead put concrete/stone instead of grass. That way, the player would have to go inside the castle to get out. However, if the first suggestions passes (blowing up the barbwire fences), the latter suggestion doesn’t need to be implemented.

As I said, it’s a lovely map. With some minor change(s), it will be loved and used by the many.

If you like to try it at my server, go to “stfuclan.kicks-ass.net:27960” (etpub + omnibot).


(Massive) #23

Axxis

(thaqnks - are you saying it is too easy for allies to get the objective to the shop or too hard. the times I’ve played the axis seem to have the upper had here, although I think this has been becuase 1/ the allies have not discovered u can jump out of that window onto the barbed wire to escape and 2/ do not make use of the side door.

So let me know

1/ Make it easier for axis at this point. (if so i’ll think about either a fence or making the jump more difficult)
2/ make it easier for allies.

NB - if a couple of poeple have difficulties thay could put "seta com_hunkMegs “70” or a bit higher in the autoexec.cfg, ;like squadjot says - this only works if they have enough ram. 255 was max needed for beta 1, with the smaller beta 2 you could get away with a lot less I think - default is 65).

thanks

Massive


(Axxies) #24

I think it should become harder for allies to win the game, some final barrier that you can blow up with dyna only (not satchel) before the steep stairs down to the boat might do it. I also suggest to make the jump from the window (the window at the back part of the map after getting the docs, running out of the open area on the roof and then to the window to jump down to the lamp and down to the ground to continue to the boat) results in much more physical damage for the one who jumps, not a gib, but close to it. Removing the lamp and the boxes and changing grass to concrete will probably be enough.


(Axxies) #25

The barrier should be in the begginning of the stairs, so that the one carrying the documents still can gain enough speed downhill on those stairs so that they die doing it.
The barrier could be a door with barb wire on top of it, but it requires that you can’t get into the stairs without passing that barrier.

Well, you are the expert! :slight_smile:


(Massive) #26

Thanks Axxies - very good feedback - I’ll think this all through.

Cheers

Massive


(the_n00b) #27

gdgd!


(Axxies) #28

Hey massive,

since so many servers run ETPUB (which enables trhem to have double jump), I think that the suggested barrier should be high enough not to be “passable” without being blown. Maybe if the other side of the barrier is VERY steep, then a double jumper will get killed while doing it.

If you do any changes, I’ll gladly help you testing it!


(Massive) #29

Hi guys

Finally got my new machine working & all the right tools re-installed. So back to making a Final of LMSM. Addressing many of the comments here.
There was a report somewhere(can’t find it) of a door opening, which should not be able to open or something. Anyway I can’t find it - if anyone know WTF I’m talking about please let me know :-).

Also any other snags or anything anyone wants me to fix please let me know (I’ve gone through a couple of eMails of stuff allready - thanks guys)

Massive


(=PoW= Kernel 2.6.5) #30

I saw that door.
It’s near the Allied spawn in the streets.
You open the door and behind it is a wall.
I think it was near the ramp at the end of the street.

I’ll try the map later and get you some coordinates.


(Massive) #31

Great found it thanks…

Changes for Final

Increased areas for mining.
Have to now get onto the boat with the objective, not just near it
New buildable fence at the top of the escape stairs.
New buildable fence with door in the highsteet before the church.
When Abbey doors are blown, the spawn does NOT auto switch.
Need to now build a command post to enable the allied spawn in the abbey.
Found the “door to nowhere” & fixed.

M


(Massive) #32

Hey guys

Final version of LMSM, changes as above…

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

Cheers

Massive


(pakalatak) #33

The link to dl of the first post is oK, but the link of the post above leads you to :

Page not found (404)

I’ll try your new release ! :beer:


(Massive) #34

ooops

here

http://files.filefront.com/lmsm_finalpk3/;5046276;;/fileinfo.html