[MAP] 1944 Huertgen Forest (Final 2) Released


(Mateos) #1

Hello,

Well, this is not like my previous Nordwind 2 a total remake, but just a big bug fix and features addition release, as you can see by reading the changelog below. I like this map, like few others from the 1944 series, but I’m not going to do this for all ^^’ I played Antwerp a while ago, I feel it deserves something to balance the Sniper Fest of the second part of the map, plus usual 1944 spawn issues, but maybe something in the future but not now.

PART I - 1944 Huertgen Forest (Final 2)

1944: Huertgen Forest was thickly wooded, cut by steep defiles and trails. The Axis built deep, artillery-proof bunkers, surrounded by fighting positions.

AXIS - The Allies are attempting to steal valuable supplies from the Axis Truckyard, stop them at all costs!

ALLIES - The Axis Truckyard contains valuable supplies. We must secure them to claim victory in the Forest!

Changelog

-------------------------------------------------
 Further development
-------------------------------------------------
> Final 2
- General
	* Added Locations file.
	* Advanced Light compilation.
	* Terrain has smoothed shadows now.
	* Every custom texture has a shader now.
	* No more "holes" in the middle of the map.
	* Some Clip added on map sides to avoid any stuckage.
	* Fixed players possibly stuck when exiting the Wooden Bunker MG.
	* Wooden barrier near Axis Bunker Spawn isn't weapon-clipped anymore.
	* Sun appears correctly now. Shader was textures/1944_beach/beach_sun...
	* Fixed spawns (Flags on Command Map, and players spawning inside the crates).
	* Corrected the map coordonates, even if it's obvious the CM is older than the actual map...
	* Added a ladder near solid Bridge so people doesn't need to swim and get hurt to exit this area.
	* Replaced triangles probably cut with CSG Substrast by normal triangles, for easier brush manipulation.
	* Removed unused textures, all are now in a single folder different from original map to avoid any conflict.
	* The "map exists", where you steal the Tank and the Truck, have been decored with Fuel Dump entrance door (Allied Spawn).
	* Since the map was made from EasyGen (terrain0, etc), I used SimonOC tutorials about terrain blending to obtain the same
	  without any .PCX file (Link at the bottom); But I had to deal with few locations where 3 textures were meeting.

- Objective Narrative & Mecanisms
	* Added Objective/Spawn cameras.
	* Fixed contruction crates and AT-Gun clips.
	* Added Axis Ammo Room icon on Command Map for Allies.
	* Added Axis North Path icon on Command Map for Allies.
	* Added Truckyard Gate icon on Command Map for both teams.
	* Added decayed final part for Axis North Path, so after a while the construction will disappear...
	* The AT-Gun, while destroyed, will now emit smoke; Very noticeable in distance, letting Allies know when the way is free.
	* Added Artillery Blast Area icon on Command Map for both teams, so Allies know where it triggers and Axis when to use it.

- Tank & Truck Related Stuff
	* Added Truck Smoke.
	* If by any chance an Allied guy get inside the Truck area before Tank blow up the gate,
	  the Truck is no more escortable until the gate explodes.
	* Clip above Truck area removed; Axis can destroy the Truck when they want.
	* Added Tank turret animation (Turning + Shooting + trigger_hurt on trajectory).
	* Fixed Truck position decay on map start, avoiding any teleporting'n'killing issue.
	* No more "You are near the Truck" on the hill left from the Truck, moved away the related entity.
	* Tank and Truck will stop often, since more splines have been added, and spline controls (+33 for Tank, +X for Truck).

- Optimization
	* Caulked more surfaces.
	* Added Hint/Skip (There were nothing in original).
	* Put a lot of Caulk structural brushes inside the mountains and hills, and removed the visible ones.
	* Base, sky and sides were made of plenty caulk brushes... Everything is plane now, a lot less brushes.
	* Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).

All credits goes to +KOMMANDO+, the maker of the 1944 Wolfenstein Enemy Territory awesome map series, even if they’re all bugged the level design and the objective are various and well placed.

Thank you to all the SD users and the friends who have helped me so far, dFx, Tardis, KeMon+, ailmanki, Rebel, Genert (Or Indloon, whatever :P), acQu (For you I can’t remember the previous nick… But I know you changed! x)) and all others not quoted here but present in the text file, both included in ZIP and PK3 files :slight_smile:

If you spot any bug/glitch/exploit, if you’re unhappy with a change or several I made, just post feedback here, it will be very welcome!

Download

Download includes the map PK3, the Read Me (Also in PK3) and the 0.82 Omni-Bot waypoints.
https://dl.dropbox.com/u/99230585/1944%20Huertgen%20Forest%20(Final%202)%20Public%20Release.zip

Screenshots

These screenshots can be used on trackers such as GameTracker, SplatterLadder or TrackBase

PART II – A possible remake

I would like to share ideas about a possible remake of this map, because I think Axis are too powerful on the first map, spawning 5 meters from the Tank, and Allies not having all the time an alternative way to attack.

  • Map layout: I think as it is, there will be no miracle… I bet on a new map layout, allowing Allies 2 or 3 ways to attack objectives. Also, using only core textures (Fuel Dump snow), and maybe fog plus falling snow like on Railgun. The first ma part as it is, a straight view from Axis spawn to Bridge, is a great disadvantage for Allies: Axis can call arty, or even hide a mortar in the nearly Forest, maybe forcing Allies to take the North Path… With an other Axis spawn just in front. Even if it allows Allies to destroy the AT-Gun, remove the Bunker Spawn by destroying the Ammo Room, and spawn at CP after building it (This only if Axis doesn’t react after the North Path get destroyed), I think it’s too unbalanced.
  • A real forest, deep, leveled, with the possibility to sneak or hide (Yourself… or landmines).
  • First part: redesign the location around Tank, I would like to make an [Couper du bois trololol], the “house” would be bigger, teams would spawn above ground.
  • Tank stolen: Axis would spawn in the house at the right of the solid Bridge when you face the North. There would be a Tank Barrier a bit before, maybe at the second “house”, which seems to be an underground cave. Like first part, the house would be bigger, with unbreakable windows like for Nordwind2: see what it happening, if Allies are there/if Axis spawned, without SK. The spawn would be disabled when the Tank will pass the Barrier, and will turn Allied when the Truck would reach the solid Bridge.
  • Command Post: Deeper, maybe behind a hill; Like other building, planned to make teams spawn inside and not at ground level, with unbreakable windows. Maybe, like on Radar, just have it Neutral and enable a spawn only for Allies?
  • Bunker would be almost the same. I want it more [discret] in a forest environment.
  • Axis will spawn in a Guard Post on a mountain when Truck will reach the Bunker (Nor longer the Ammo Room to control this spawn); Maybe turn it to Allies, but I think it would be too close.
  • Also, I think about removing the Axis North Path.
  • The Anti-Tank Gun would have health (So destroyable by grenades) and would be repairable.
  • Water would not make damage, but the stream will be strong, and getting in the bushes would turn into gibs any human taken into it…

That’s it… What’s next? 1944 Nordwind 2.1 (Thanks again for the huge feedback and advices!)… and a new map. From scratch.


(Mateos) #2

Hello,

Sorry for double-posting, but I did not think it was necessary to make a new thread just for a (quite big in term of amount of time spent on) update :slight_smile:

Here is a Fixed version, tested for quite some time, I just finished to optimize the T-Junctions and do some edits here and there (Center windows and doors, etc.; see changelog below):

Download link:

As a side note, there will/should be a Version 2.1 featuring 2 main changes:

  • First Axis Spawn moved away a bit, in fact in the first square of bushes. There will be tents, SK protection (No shooting from it or from outside to the inside), and two exits (North-East and Middle-East of the “square”).
  • Anti-Tank Gun behavior will be like the one of Venice: Axis Soldier only can trigger it, will look for Tank between 2 nodes and no longer for an Allied player inside a trigger_multiple, may miss the target, can be damaged by explosives and be repaired.

Thank you for download and testing, if you have anything to ask or suggest, no hesitation :slight_smile:

Few spots have a edgy shadowing, no idea why/how, sorry :confused:

Regards,

Mateos


(ailmanki) #3

Some plants in the river are getting affected by the waterfog. Not sure how to fix, maybe you need to add “no fog” to the plant shader.

Also do use ambient light? It looks a bit washed out, e.g. grey in grey :smiley:

The shadows, looks like different samplesize is applied to some brushes/shaders… Check if those brushes with the high detail shadow are in a func_group. Also you can try to make the terrain shader nonplanar, but that might break other things in your map.

q3map_nonplanar
q3map_shadeAngle 60
q3map_lightmapMergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_lightmapAxis z

Nice mitering I saw - nice!


(Mateos) #4

This is “done” on purpose, like it is in the original map (Untouched). My guess: the fog is affected at the water shader, and any misc_model touching it is affected btw :slight_smile:

Yup, stayed untouched since the original version as well :slight_smile:

[QUOTE=ailmanki;442687]The shadows, looks like different samplesize is applied to some brushes/shaders… Check if those brushes with the high detail shadow are in a func_group. Also you can try to make the terrain shader nonplanar, but that might break other things in your map.

q3map_nonplanar
q3map_shadeAngle 60
q3map_lightmapMergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_lightmapAxis z

Nice mitering I saw - nice![/QUOTE]

Yes, it is already the case, and on the majority of locations there isn’t this prob (In the middle of the terrain I mean).

And yes, to have higher-resolution wooden barrier shadows I made custom func_group’s with a _lightmapscale key, but these are not the problematic locations; See in front of the farm for instance. Also, the snow_road texture has exactly the same shader as the rest of terrain, kind of strange, but still better than the original for some reason o.o

I can’t use lightmapmergeable. Whole terrain goes grey; I suspected to have twice vertically the same texture somewhere, I found some spots like that and fixed that, still the issue, tried to isolate it to a single shader (No result), then to a terrain part (Still no result)… So I gave up this argument. Shame, I would have prefered all on same lightmap. And oh, when I tried that, I did not forget to remove the _lightmapscale from the custom func_group and merge them into the “terrain func_group”.

“Mitering”? I can’t find a translation, sorry ^^’

Edit: Here’s an example ->

I use 32x32 editor images to avoid that Gtk decides how to apply the textures/shaders on the surfaces, so there shouldn’t be any noticeable texture decay; Even reapplying the shader doesn’t change anything, so no idea… Well, not a big issue, it’s in front of a spawn :smiley:

Thanks for the feedback :slight_smile: Greatly appreciated!


(Dragonji) #5

:wink: :stroggtapir:

PS. Good job on Huertgen Forest, Mateos. Regardless of the fact the original map is damn ugly but hell, it’s original creator’s fault :o


(Mateos) #6

Well, I wasn’t expecting the new studies I’ve started this year to eat so much free time, compared to the previous ones… So, the V2 isn’t here yet ^^’

Thanks :slight_smile:


(twt_thunder) #7

thanx Mateos, uploading to our nam server now… cant wait to see how it will look there :smiley:

EDIT: didnt happen much… too bad because this map is cool… possibillity to get the source for this map to change textures? change it to etnam style? release it as Cat Tien forrest? :smiley: :smiley: pwetty pweese :smiley:


(Mateos) #8

Well, got some news on this one.

First, the changelog to add after the post #11:

> Final 2.1
* Slightly improved VIS blocking.
* Optimized T-Junctions some more.
* Caulked more non-visible surfaces.
* Rewrote shaders and cleaned map script.
* Added a flash animation and a firing sound to the AT-Gun when used.
* Fixed the trigger time of the AT-Gun: it will shoot only 5+ seconds after a shot.
* Updated the map coordonates so the original Command Map fits with the objectives locations.
* Terrain lighting is now on a single lightmap, for a smoothed lighting. However, func_group’s still affect it.

I have few interrogations regarding few things:

  • Spawn times, and especially wherever to make them dynamic. Axis had 30, down to 16, Allies from 20 to 14. I think about having them to change when the Tank is stolen and when you have the Truck stolen AND the Ammo Room destroyed (thus Axis pushed far back). And also thinking to change the startings ones ^^ Any suggestions?
  • Time limit. Same as spawn: 15 or 20 minutes on map load, extension of 15 or 10 when the Tank is stolen?
  • Replace the snow_road texture with a blending shader. Dunno if it is worth it, would remove a physical file to be replaced by a shader (the blending one is enough).

I don’t expect this map to be played that much, I think it is appreciated in old and little communities, but I’d like to make a final release which will not need to be reworked… I made the trigger_hurt in the river accessible so he can be disabled using a modified map script for instance. Any wishes before the release? If you run a clan and are interested, you may talk about it to your mates, this is not a request but a suggestion :slight_smile:

Thank you in advance! :slight_smile:


(Teuthis) #9

Agree 100% with Thunder, this map Kicks ass. Can’t wait to See the final release


(Mateos) #10

Hi there,

I’m looking for testers before the next and final release; I’m not sure about performances on old PCs when there’s a lot of people playing it, even if I don’t think this map will ever see a lot of people at once x) So you can give it a try if you want.

Changelog since the previous public release:

> Final 2.1
* Time limit management:
- Initial time limit reduced to 20 minutes;
- Extension when the Tank is stolen (not on first repair) (+10);
- Extension when the Truck is stolen (when exiting the Truckyard) (+5)
* Slightly improved VIS blocking.
* Optimized T-Junctions some more.
* Caulked more non-visible surfaces.
* Rewrote shaders and cleaned map script.
* Added a flash animation and a firing sound to the AT-Gun when used.
* Adjusted the Tank turret rotation angle while shooting the Truckyard Gate.
* Fixed the trigger time of the AT-Gun: it will shoot only 5+ seconds after a shot.
* Updated the map coordonates so the original Command Map fits with the objectives locations.
* Terrain lighting is now on a single lightmap, for a smoothed lighting. However, func_group’s still affect it.
Also note that the texture blending is affected (only the brushes going through the skybox).

> Final 2.0 Fixed
* Optimized T-Junctions a lot.
* Caulked a lot more surfaces inside the buildings.
* AT-Gun: trigger time increased from 0.1 to 5 seconds.
* Fixed Flipped Triangles during MergeMetaTriangles pass.
* Smoothed shadowing on terrain, less pixelated tree/bush shadows.
* Fixed brush/texture alignment on the Foot Bridge (Thanks Tardis).
* Spawn areas are SK/Arty/Mortar/Landmine-protected (Thanks |MTC|).
* Removed solid brushes at the bottom of the bushes models (Thanks |MTC|).
* Reduced AT-Gun blast radius, so behind the house is safe now (Thanks |MTC|).
* Renamed the Health and Ammo cabinets, depending on their respective locations.
* The Axis Door, east from Farm, can no longer be trickjumped by Allies (Thanks |MTC|).
* The Axis North Path door wasn’t destructible (Brush was solid): fixed (Thanks Tardis & Harry Homers).
* Added Push Targets above Axis North Path building and above Village Bunker to prevent double-jump TJ (Thanks |MTC|).
* Changed Axis North Path Command Map icon behavior:
- When it is built, it will show up as a Grenade for Allies and a custom icon for Axis,
while before it was only showing a Grenade for Allies (Nothing for Axis, could be confusing),
- When it is destroyed, it shows Construction Materials for Axis,
while before it was showing a custom icon for them.
* Colored locations in Fireteam:
- Red (^1) for Destructibles.
- Green (^2) for Spawns.
- Blue (^$) for Water.

Download:

Bots:
http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/et/nav/1944_huertgen_final2.way
http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/et/nav/1944_huertgen_final2.gm
http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/et/nav/1944_huertgen_final2_goals.gm

Thank you!


(Teuthis) #11

Happy to Test. My wife is out of Town tomorrow so I can Fire it up and send you my thoughts tomorrow :wink:


(WuTangH) #12

As user of very old PC, I got 20-60max fps on medium details.
:stroggtapir:
I didnt check map for every little bug, But saw that there’s missing CPs back.


(Mateos) #13

Specs? Which locations, where were you looking at while there? (Screens if you can with FPS)

Yeah it was like that in the vanilla map, and it’s fine as is, makes it original :slight_smile: Thank you!


(Teuthis) #14

map Plays well, no FPS Drops on my side.

  • some textures don’t align, maybe different func_Groups ? (Picture 3)
  • some Clip brushes block the Player in an area which is normally reachable. Thought in the first place my mouse is grazy. Maybe put a fence there or something? (Picture 2, 9)
  • some tree lines go very straight which Looks a bit unrealistic. Maybe put some foliage before the line so that it Looks unsymmetric? (Pic 1)
    -some textures don’t fit the floor (pic ,7, 10)
  • the Roof of this tunnel is too short, I can tough the Roof when I jump. maybe put it a bit up ? (pic 8)
  • in a house the floor has the same texture as outside. not very usual to have both the same but this can also be because my wife cleans our house every day :slight_smile: (pic 4)

other than that, well done map :slight_smile:

congrats,







(Teuthis) #15

here more pics





(Mateos) #16

That’s because these are two different textures, one applied using tcGen (snow_dirt) and the other applied manually (snow_road). Can’t really do blending anywhere inside the triangles so it’s manual :confused:

The spawn background was clipped in the original and still is; I guess it was made to avoid snipers. Keep in mind it’s a bug fix and not a remake, unlike Nordwind: I try to keep things as they were, just fixing and improving, with few exceptions if necessary (aka the clipped bushes because of bots :P).

The other area is really painful for Allies: an Axis right in front can easily see through while Allies in the distance can’t see anything. It was a request btw :slight_smile:

As stated above, and it took time, I placed exactly all models where they were, since misc_model’s are compiled in the BSP they’re lost while decompiling… The only thing I changed it avoiding flying corners where the terrain isn’t really flat.

10 is already stated; About 7: I base my tests on ETPro. If it’s fine on ETPro, it’s not on my end. I know with Omni-Bot this happens as well with Nordwind 2. Just to clarify ^^’

See: https://www.dropbox.com/s/gfspwo70h89dovj/2014-10-05-190045-1944_huertgen_final2.jpg?dl=0

I’ve already raised it, I don’t want to make the roof too thin ^^’ I have also a bit enlarged this corridor. That’s part of the few dispensations I take about keeping stuff as is…

I totally agree on this one… But again, as it isn’t critical gameplay-wise or bugged, it will remain as is ^^’ A change I made has been to create a custom shader to forbid landmines. It should also be the case of spawns, CP one included.

Thank you for taking the time to test and report issues! Appreciated :wink:


(WuTangH) #17

https://drive.google.com/file/d/0B27efDMT2IpsSDZQak1wc1N4d1E/view?usp=sharing

However, the fps is stabile, but small… Maybe less bushes, or fog so you wont see in distance? -.O


(Mateos) #18

Thank you; I don’t think I’ll improve all, I see you have 50 while looking in a corner of the map with nothing much rendered ^^’ The point where you have 20, at AT-Gun… Well only fog and far plane clip would help, but that would be touching the map beyond fixing :confused:

How much do you have on Fuel Dump or Radar?

Edit:
For reference: http://forums.warchest.com/showthread.php/23046-Maximum-r_speeds-on-modern-machines?p=256864#post256864

At spawn, I have between 43 and 49K verts… I’ll try something to reduce it to 35K or less, should be possible, but I’ll have to take care to avoid tiny portal generation @@ Some fun for the evenings yay x)


(WuTangH) #19

Fueldump is okey 50 - 100 fps … in spawn it jumped to 200 o.O

Radar is little worse, 30 - 90max :slight_smile:


(Mateos) #20

I’ve improved a bit the Allied Farm spawn (downed it to 42K), but any further attempt make the count climb to 50K -_-’

As for the other areas, totally in the open, no can do :confused: I tried few more cuts using the big mountain in the middle.

I should be able to provide a build, but only next week-end… During the week I can’t leave the laptop on compiling, eats too much time.