Lets go Grave Robbing! Beta 1- "Download Me!"


(CptnTriscuit) #1

Grave Robbery Beta 1
Map By CptnTriscuit & Sounds By Konigstiger

Feedback and additional mirrors welcomed :slight_smile:

Download From:
FIlePlanet
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/battlefield/grave_robbery_beta1.zip

PCGameMods - thx gnat
http://www.pcgamemods.com/10502/

Overview
The Axis have uncovered an an ancient artifact of terrible power! The Allies must force their way into the deepest depths of an ancient tomb and steal the Ank of AmunRah before its power can be unleashed.







Map Objectives
The Ank of AmunRah - This strange artifact rests in the deepest chamber of the tomb. Carved from the same wondrous stone that allows people to traverse great distances in a single stride, the Ank of AmunRah is a formidable ally to any who wields it. The Allies must extract this magical artifact from the tomb and secure it in the waiting truck. The Axis must guard the Ank so that they may claim its power for their own.

The Tomb Wall - A sure thing objective for the Allies, this Tomb Wall is accessible within seconds of the round’s start. Breaching it will allow the Allies access to the ‘back path’ to the more important Tomb Floor. The Axis should use the precious seconds granted by this objective to fortify their position and guard the Tomb Floor.

The Tomb Floor - If the Allies breach this floor the forward spawn will be lost for the Axis. In addition to the Allies claiming the forward spawn location the respawn times will be tilted even farther in the Allies favor.

The Tunnel Grate - If the Allies breach this Grate the forward spawn will be lost for the Axis. In addition to the Allies claiming the forward spawn location the respawn times will be tilted even farther in the Allies favor.

The Escape Ladder - Adjacent to the forward spawn room is chamber with a very, very deep hole that tumbles straight down next to the main chamber, where the Ank is located. The Escape Ladder can only be build from below, but once its build the Allies will have a fast way out, and an even faster way in. The ladder can be destroyed by a covert-ops charge and the Axis had best make sure it stays broken!

Tomb Floor Door - This is the larger of the two doors in the map, and is critical to the defense of the Tomb Floor. It can be toggled open/closed by a near by wheel. The Axis should keep this door open at all cost!

Lower Crypt Door - The Lower Crypt Door can be opened and closed by a nearby wheel. The Axis will probably want this door shut to keep the Allies focused on the main chambers. If the Allies claim the forward bunker, the Axis will probably want this door open, to allow easier access to the command post.

Command Post - The Command Post is neutral and can be built and destroyed by either team. After the Allies claim the forward spawn the Command Post will be theirs for the taking - but it will be highly susceptible to Axis covert-ops who have warped out of the lower chambers.

Sneak Pads - It wouldn’t be fun if there wasn’t something screwy ^^
Each Team has the use of a “Sneak Pad”, which looks like the covert-ops class symbol. These can be used by a covert-ops once every 30 seconds to warp deep behind enemy lines. Use them carefully.

Allied Sneak Pad- This pad will warp an Allied covert-ops into a small chamber deep inside the tomb. There is only one path to take, which will take you to the control wheel for the Lower Crypt Door. Opening it will allow your teammates to flood into the tomb from a completely different direction, and will allow your engineers to get your command post up and running quickly. This is not without danger -you will have to cross a swinging suspended platform that is uncomfortably close to the Axis Spawn - don’t get caught!

Axis Sneak Pad - This pad will warp an Axis covert-ops from one of the deepest chambers of the tomb up to a small passage near the cave entrance. This sneak pad may become particularly important when the Allies have escaped the main chamber complex with the Ank and are heading out to secure it. A carefully placed pair of covert operatives camping the escape truck could very well turn defeat into victory for the Axis

Das Credits!

KONIGSTIGER - http://www.konigstiger.com/index.php
the sounds make the map ^^

SOCK - http://www.planetquake.com/simland/
uber thanks to Sock for his dotProduct Blending Terrain tutorial and example maps - even us idiots can understand :smiley:

YDNAR - http://www.shaderlab.com
q3map2 - alpha fade shaders…sweet.

Bug List:

  • Some brushwork is a bit half-assed, will change in later versions!
    Ill update this part as soon as I find the paper of wrote it down on :S / People tell me.

(Heirpie) #2

Great map…one pic you should show off is the bugs around the lights, this is the first map ive seen with those…Im impressed with that.!!!


(zivs) #3

I haven’t walken on this map, but those sneak pads… can You make for them different looking signs? Now they look so damn CS’ish…


(Shazam) #4

Great pictures ! Good game Captain Triscuit :smiley:

But an other mirror pliiiiiz, Fileplanete don’t want me :frowning:


(thegnat) #5

pcgamemods.com mirror: http://www.pcgamemods.com/10502/

Nice map! Good details, textures and I like the idea of the Sneak Pads. :slight_smile:

EDIT: CptnTriscuit, do you ever read your Private Messages on this board? Please check them.


(Loffy) #6

Impressive!
//L.


(nUllSkillZ) #7

What a great map.
Very atmospheric.
Great job.


(CptnTriscuit) #8

[quote=“thegnat”]do you ever read your Private Messages on this board? Please check them.[/quote

It doesnt tell me when I have new messages and screws up when I try to reply I just discovered. So it looks like I have a bunch of emails to make later but quickly: Yes I could use a hand with the command map Ill email ya l8tr today.


(macbeth) #9

great map
thanks for your job
i have added your map in our rotation
macbeth http://www.et-mcbeth.com/ :clap: :clap: :clap: :clap:


(Shazam) #10

yep,
with a consortium of testers, we have a feedback list to Cptn Triscuit (in match 10 vs10 and 6 vs 6). Do you still alive ?!

I make too a guide to progress into the map here: http://www.yepteam.com/tut_grave.htm


(CptnTriscuit) #11

I would like to hear your feedback - feel free to post it right here or e-mail me if you would prefer: cptntriscuit@planetwolfenstein.com


(Chruker) #12

On the 3 screenshots, the blue symbol above the doorway seems to be ‘cut’ on the left and right edges.

Also when an axis covert uses the axis sneak pad, and exit at the destination. One of the crates has a bit of texture misalignment.


(Shazam) #13

Hello everyone,

Here is a message especially dedicated to Captain Triscuit, but anyone who would want to add something is welcomed.
We are currently trying to create the International Association To Develop The New Custom Maps That Are Not Played Enough (IATDTNCMTANPE) or in French the C.D.N.I.N.M.Q.S.M.Q.S.P.J.S. (consortium pour dÊvelopper au niveau international les nouvelles maps qui sortent mais qui sont pas jouÊes suffisamment).:smiley:

There are a lot of maps on ET (about 2 new ones per week !) but when you ask players what are their favorites, they answer the 6 stock maps (75%), or the Clanbase maps and few others (25%).
So, why only 15 maps on more thant 500 ?!
One of the problem may be the test of the map by the players that sometimes creates an undeserved bad buzz.
Most of the time, they discover while playing and feel frustrated not knowing the objectives or not finding their way on the map.
The solo (offline) testing is a good way to learn and to test a map, but we think that a special evening, dedicated to just one new custom map, would create the best environment for a fun game and an efficient feedback to the mappers.

To do so, the IATDTNCMTANPE, led by Shazam, organizes “Testing Evenings” where players are invited to specially test a new map during several rounds. Everyone is invited to explore the map before playing so that fun can be a priority with the other players.
A special detailed guide of the map is sometimes proposed on the [YEP]'s site.

We won’t cover every new maps, they will be selected based on … personal, collective and undetermined criteria ;).
These “evenings” will be organized 2 or maybe 3 times a month, so that it can be interesting, efficient and fun each time (min : 6v6, max : 12v12).

Eventually, it will be a good opportunity to make a full review of the map to allow the mappers to have all the information necessary to improve it before releasing the final version, and also, of course, to encourage the mapper(s) for his (their) good work !

If you’re interested in testing all the new custom maps, you can also try the specialized servers like the M8D, the Shit Storm etc…

That was the introduction ! :stuck_out_tongue:

To evaluate the interest of these “Testing Evenings”, the first map played was “Grave Robbery” by Captain Triscuit (with the help of Konigstiger).
Here is the review :

General balancing: Axis / Allies (6 vs 6 or 12 vs 12)

  • The beginning of the map is too easy for Allied team (Floor broken in 2 – 3 minutes)
  • The Floor is too dificult to defend for Axis.

Second spawn:

  • The defence is easy for Axis.
  • Attack and rob of Ank very hard.

Description of hot spots on the command map and suggestions to improve gameplay and / or mapping.

1/ The Tomb Wall is undefendable for Axis

  • Get the wall back so it can be closer to the Floor (and of covert op sneak pad) and allow an access to the outside so the Axis team can defuse dynamite.

2/ The access to the Floor is too easy for Allies; the Tomb Floor Door makes it easier for Allied team (though it should be the opposite).

  • move the switch that opens the door next to the Axis spawn exit.

3/ Floor : Undefendable for Axis.

  • add a direct way from the Axis spawn to the Floor.

4/ Spawn-killing is possible : Axis can block Allied spawn exit here.

5/ Is this a good room to spawn ?

6/ Funny way but too long though and a bit dangerous.

  • reduce / prevent damage in the stairs when players trickjump?
  • add a system of pipes / toboggans to go down faster by sliding / sledding (a lot more fun :stuck_out_tongue: :stuck_out_tongue: )

7/ Strategic way : ammo/med packs room. The team that holds this place takes advantage.

  • danger of full defence by Axis Medics that have “unlimited ammo”.

8/ Unaccessible Command Post for Axis (from 2nd spawn).

  • move CP ? make it work in combination with a flag (like Seawall Battery) ?

9/ Is it a good place to spawn ? (far from the sneak pad, close to Allied attack…)

10/ The big problem of the map:

  • Room too big / vast
  • Room too dark
  • Room too much on open-space
    • “Fill” this room with statues, crates, cover ways (non open space)…
    • Reduce the size of the room / redo it ?
  • There are not enough exits to escape with Ank: once Ank is taken, Axis respawn and Allies must use the Ladder.
    • add access and exits to Ank more discrete for Allies.
    • allow Axis to chase Ank once the Ladder is climbed (only covert op can with the sneak pad)

11/ The Ladder is vey hard to build by Allies. And if it is not built, Axis always win.

  • Make the Ladder only dynamite destructible?
  • Replace the Ladder by stairs or something non desctructible ?
  • if Allies get on top of Ladder with Ank, Axis never have time to chase them.
    • Sneak pad for all ?!..

12/ There’s a big step that’s not easy to climb

  • Do a real step… :slight_smile:

Bug:

  • On the way to escape with Ank by Ladder, Allies must climb an other ladder in a blue room: there’s a bug on the bottom of this ladder that makes it hard to climb.
    • Remove the brush down the ladder so the bottom of the ladder fits the water soil.

Thanks for Uchronic and [7co]Burniole to the tranlation. And Captain Triscuit for this beautifull map :slight_smile:


(macbeth) #14

on our macbeth server located Texas we test every week almost new maps who are on ET-maps
ip:67.19.153.148:27960 for texas server with PUB mod ,adminmod updated,new 2.60 patch
see you there :drink: :clap:
marianne http://www.et-mcbeth.com


(Ifurita) #15

Excellent write up and a good example of well thoughout constructive GAMEPLAY feedback with recommendations. Your idea of a custom map test is a good one, the problem tends to be finding people who will take the time to play and contribute feedback.


(Uchronic) #16

Well, the first edition was good and fun. And it seems that the players enjoyed playing the map from the point of view of a reviewer.

Finding the people seems to be ok, but it must stay exceptional to be interesting and fun.

By the way, Ifurita, you’re invited if you wanna come !
:clap:


(CptnTriscuit) #17

Agreed!

Thank you Shaza, Uchronic, and everyone else in your group for taking the time to compile this list, it will be a great help!


(Shazam) #18

Up ?


(CptnTriscuit) #19

What?


(Chruker) #20

Updates?