[MAP] Artic_Gun (Obj)


(dwe_flame) #1

[b]download at:here folder “maps” and download the artic_gun.zip

this is the fixed version of the Artic_gun map!
i have noticed there were problems with lag/FPS on the version i have posted in may 2009.
made some improvements on this map now, including a fix for the FPS / lag there was before.

i recommend using this fixed version!
[/b]

Prologue:
Its Winter 1944. The Axis have constructed 3 massive long distance guns, bombing targets from great distance.

after a successful allied dropping into the mountains, they will need to steal a tank out of the small outpost the axis have build there.

once the tank has been stolen from out the axis outpost, they will need to escort it through the small village of Saurburg and blow out the side wall of the axis base where the massive guns are stationed. a alternative route will be found through the underground tunnels wich can be opened once the tank had blown out the side wall.

Good luck soldiers!

some screens:








the readme file:



First of all,
Thanx for playing my map!



-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Main info-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

Mapname: Artic_gun
Version: 2.0.0 (revision)
Gametype: Objective
Mapmaker: 1869*_Flame    a.k.a Dante
Website: www.1869clan.tk

NOTE: PLEASE DO NOT EDIT THIS MAP AND/OR PK3 WITHOUT PERMISSION!!

- you can use any textures you like, most of them are from internet anyway


-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-  Revision.  -=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-
first version had some FPS problems

i hope there are fixed now in this version.
also improved some of the hallways and making it look better.

i hope you will like the new version.

-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-Installation.-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

-install on local machine:
	
1. Download the aric_gun_fixed.pk3 file
2. Put the pk3 file into your "etmain" folder  (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\")
3. start the game
4. open console with the ~ key (left from the 1 and up the TAB key)
5. type /g_gametype 2  (it will tell you it will be set on restart, DONT restart)
6. type /map aric_gun
7. play!

==> NOTE: no bot support added.


-install on a server:
1. Download the aric_gun_fixed.pk3 file
2. Put the pk3 file into the "etmain" folder
3. if needed, add to your fastdownload server
4. add map "aric_gun" to your maprotation.cfg (or other depending on mod)
6. (re)start server
7. play and have fun!



-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Objective-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

Allied main objective: 
- Steal the tank out of the small axis outpost
- once the tank has been stolen, escort it trough the small village to the axis base
- destroy the side wall of the axis base
- destroy the axis massive guns 1, 2 and 3

Allied secondary objectives:
- Construct a command post
- Construct a underground tunnel

Axis main objective: 
- prevent the allies from stealing the tank from the small axis outpost
- if they do steal the tank, use the tankbarriers to hold back the allied tank
- dont let the allies destroy the side wall of the axis base!
- defend the 3 massive guns!

AXis secondary objectives:
- Re-Construct tank barrier 1 if it is destroyed
- Construct tank barrier 2
- Construct the MG42 on the axis base
- Construct the command post



-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=Special Thanks!=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

1. Special thanks to HeX|Fate for awnsering most of my questions

2. Special thanks to Marko for helping me solving my questions

3. Special thanks to 1869*_Thunder for helping testing and finding bugs

4. Special thanks to Indyjones for helping me out with some mapping stuff

5. Special thanks to 1869*_Psyco* for helping testing and finding bugs

-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-=-Other-=-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

- few new textures included
- few models added
- some sound also



[b]Omni-bot 0.66 way point file for download here
inside the folder called “omni-bot 066 waypoint files”
and download the “artic_gun.way”

or download from attached .zip file in this post

jut put it inside “omni-bot/et/nav/” folder.
[/b]


(Cambodunum) #2

awesome skybox … maybe your terrain needs some love
… gonna take a look later when im at home


(nukits) #3

i like ypur skybox !! and nice brushwork gonna look it !!


(dwe_flame) #4

i made terrain with that easygen

but i have heard there are much better programs out already.
could someone advice me on this one a bit ?


(Diego) #5

Some quick comments:

Gameplay:

Pretty big bug here:
The Tank failed to shoot the doors to get past the first barrier. I was riding it, felt a slight pause where I believe it was supposed to shoot, but then it continued on the route without going through the firing sequence. Since that failed, I didn’t bother playing the rest of it.

40 minute time limit:
Is this necessary? That’s pretty long for a map. Although I do believe Daybreak hits 35-40 as well. If that time limit is a balanced choice, then I think you should set up checkpoints. Start the map out with a time limit of 15 minutes, then add time as the allies reach objectives. No one wants to get owned for 40 minutes on a map if they are stuck in one area. The checkpoints like in Desert Temple are easy to add.

Long Hallways:
I noticed a lot of long straight hallways with no cover in them. Boring to run around in, and frustrating when someone sets up an mg on the other end and mows down anything in the line of fire because the other team has no cover.

Team Doors:
You have the wolfenstein symbol on almost all of the doors. This is usually an indicator of a team door that needs a covert ops in disguise to open them. Other doors that are not openable have the same texture. You might want to alter the textures to distinguish the differences more clearly.

Visuals:

I think the map looks really great. Just a few observations.

You could probably use one of those secondary skyboxes to add additional geometry around the map. I forget what that thing is called, but they have one in breakout2. That will look better when you are up around the guns. You don’t want people looking down to the bottom of your skybox texture.

Some glitches with your windows. You’ve applied the window texture on all 6 sides of you brush causing a flicker. Should add no_draw to the sides and backface.

Windows on your trucks, and the tank tracks on your snowy tank models are black.

You should add the snowy texture to your main panzer tank. That texture looks really good. I know you want players to be able to easily identify the right tank to repair, but that’s not too hard to figure out with the command map and the smoke.

Sound:
While in spectator mode, I was flying around listening to some sounds. I think you have a power generator in there, but it looks like a fuel dump. And the Water Tank emits a running water sound from a stream. So those sound choices were a little odd to me.

Initial VO sounds for allies:
All you need here is “steal the tank.” Because you start the tank out repaired, and then trigger it’s death, you get that secondary “they’ve damaged the tank” sound. You should just set it up like in Gold Rush so that the tank is busted at the start without triggering it manually. I’d remove the “We Need and Engineer”. That’s obvious, and it’s best not to spam the audio channels. I learned that the hard way. Too much VO spam caused some of my gamestate errors in the past.

I think this map is looking really good though. Looking forward to a proper play test. But you really need that tank bug fixed, and add checkpoints to the time limit.


(macbeth) #6

hello
very great map
we tested it today on WF but we had FPS problems : prolly cuz the snow

i used z_no-rain-snowflakes to get rid of the snowflakes but still the fps problems :frowning: but i know it makes only the snowflakes invisible

no way to can have a version without the snowflakes?

thanks you very much


(Qualmi) #7

hm…vis in the first part of the map is very bad. almost everypart of the map gets drawn. but since the big gate is an entity, you can hardly block there very well. you have to set some hints near the gate to block about 30 percent less, this would be about 10000 verts less i guess. probably you could gain more if you place the hints very well. but beside that it is not bad looking. i like the style of this kind of wideness. everything is somekind of gigantic. but in a appropriate way. well done. one of the better maps. :stroggbanana:


(huPoo) #8

I have to ask you, did you make anything on the map yourself? To me it looks like fueldump/railgun brushwork copypasted in different locations…


(dwe_flame) #9

[QUOTE=Diego;191499]Some quick comments:

Gameplay:

Pretty big bug here:
The Tank failed to shoot the doors to get past the first barrier. I was riding it, felt a slight pause where I believe it was supposed to shoot, but then it continued on the route without going through the firing sequence. Since that failed, I didn’t bother playing the rest of it.
[/quote]

as you can see on the command map, as well as the symbol if you approach the gate, it should be blown with dynamite. guess thats where that dynamite symbol was for :rolleyes:

good idea! i should do that in the next time a make a map.
i was thinking 30 min was i but to short, so thats why i have set it to 40.

mm good point again.
i’ll make sure to think about that next time :slight_smile:

i was just thinking => axis base = axis looking doors.
but again, you got a point here :slight_smile:

don’t know about that, but for me probably worth looking in to :slight_smile:

its just the model i have used :slight_smile:

[QUOTE=Diego;191499]
Sound:
While in spectator mode, I was flying around listening to some sounds. I think you have a power generator in there, but it looks like a fuel dump. And the Water Tank emits a running water sound from a stream. So those sound choices were a little odd to me.

Initial VO sounds for allies:
All you need here is “steal the tank.” Because you start the tank out repaired, and then trigger it’s death, you get that secondary “they’ve damaged the tank” sound. You should just set it up like in Gold Rush so that the tank is busted at the start without triggering it manually. I’d remove the “We Need and Engineer”. That’s obvious, and it’s best not to spam the audio channels. I learned that the hard way. Too much VO spam caused some of my gamestate errors in the past.

I think this map is looking really good though. Looking forward to a proper play test. But you really need that tank bug fixed, and add checkpoints to the time limit.[/QUOTE]

i could see if i can make a proper fixed version in the future,
still a bit new to all the map making, but i really want to learn more and more, so i can make godlike maps in the future.

after all, i make blueprints for a living also :smiley:

problem is, i try to understand the whole skip/hint texturing stuff, but i find it hard to understand when and how to use them in a prober way.

same is for the lightgrid stuff.

i could really use some proper tuturial on these subjects, but have not found one so far.
could somone well me where i should find one on these subjects ?

i know i should ignore this totally idiotic comments, but i cant let this pass me.

yes there are just a few stuff i used from other map, after all, thats where prefabs are for right ? you someone else can also use them, dont see what is wrong with that one.
only your eyes may not have seen (maybe you have some illness on your eyes) is that 90% of all other stuff is self-created.

i hope you see that that 90% has taken me lots of hours of work, and that that comment of your is just a really dumb one.


(Pande) #10

Uh… by ‘copy pasted in different locations’ he did not mean everywhere. I don’t believe he was supposing that your 9/10 ratio be flipped in favour of prefabs or base map content… I would watch your words carefully as calling him an idiot on a small matter is going to lead to inevitable flaming.


(huPoo) #11

Well aren’t you immature little prick. What I really meant was that everything else besides the prefabs are just square brushes, in other words ugly. Everything that looks nice in the map is made by someone other. Not really creative…


(shagileo) #12

Hey flame!

That map looks promising, downloading it as we speak. Anyhow, I once created a document with some useful links in it for hinting tutorials. Maybe it’s useful to you, here’s a go:

Hint brushes tutorial links
(source: http://stefanpiot.googlepages.com/prefabs )


(Diego) #13

[QUOTE=dwe_flame;191538]as you can see on the command map, as well as the symbol if you approach the gate, it should be blown with dynamite. guess thats where that dynamite symbol was for :rolleyes:
[/QUOTE]

LOL. I fail again. The stutter in the motion of the tank made me jump to conclusions. In my defense, I was at work and should not have been running around a map in ET.

But get the map timer checkpoints in and I’ll load this one up on our lunchtime server. We only have about 40-50 minutes to play so we usually don’t like to take it up with just one map.


(shagileo) #14

Oh man, I’m sooo applying to your office. Breaktime must be such great fun :slight_smile:


(zenith-ply) #15

I’ve always liked the idea of incorporating stock brushwork into creative work. Just due to the fact that if your objective is to make your environment as an example from the same universe, it creates a sense of familiarity and structurally it makes sense that a standard template would be used globally. It makes that much the difference when you apply your own work into it to contrast, so its easier to convey this if you have a significant percentage of work that is markably different from the structural standard also present.


(dwe_flame) #16

UPDATE:

i have tryed making this fixed version now.

it fixed the problems with the FPS/ lag.

first post is updated in this topic to the latest version of the map :slight_smile:


(Diego) #17

LOL. I know this is referring to your old version. But I just find it funny that this is now the first comment you get. Too bad you couldn’t sneak a little sky in at the top with fog on the sides.

I’ll take a look.


(dwe_flame) #18

also added to first post in this topic:

[b]Omni-bot 0.66 way point file for download here
inside the folder called “omni-bot 066 waypoint files”
and download the “artic_gun.way”

or download from attached .zip file in this post

jut put it inside “omni-bot/et/nav/” folder.
[/b]


(Diego) #19

Got a chance to play through it once last week. We only had a 4 vs 4 match so these comments might not apply to bigger matches with players more familiar with the map.

After the allies steal the tank, axis automatically switched spawns. Felt like it would be more appropriate if axis didn’t switch spawns until after the Big doors are blown. Tank was fairly easy to steal so you really don’t get a chance to have a good fight in this first section particularly when it comes to diffusing the dynamite at the first barrier. When axis spawn switched, there wasn’t much chance to get back over there to diffuse dyno since you have to go over the top of the door to get to it. But maybe I just missed something.

Not sure at what point this happens, maybe when the allies built a cp, but they got a spawn point inside the village. Two problems happend with this. 1. That spawn is right next to the tank barrier so that is pretty easy access for them. 2. Axis have no trouble spawnkilling the allies as they emerged from the building since we were scattered all along the rooftops of the other buildings.

Once the allies escorted the tank and blew the main gates, Axis just sort of fell apart and didn’t know what to do. A lot of that will change once players get used to the map, but the allies had 2 of the guns blown and we still had 20 minutes to go on the clock. This makes me think that the map time is too long.

Anyway, take these comments with a grain of salt. Only got to play it once with 4 vs 4 and nobody really knew the map.


(dwe_flame) #20

[QUOTE=Diego;193209]Got a chance to play through it once last week. We only had a 4 vs 4 match so these comments might not apply to bigger matches with players more familiar with the map.

After the allies steal the tank, axis automatically switched spawns. Felt like it would be more appropriate if axis didn’t switch spawns until after the Big doors are blown. Tank was fairly easy to steal so you really don’t get a chance to have a good fight in this first section particularly when it comes to diffusing the dynamite at the first barrier. When axis spawn switched, there wasn’t much chance to get back over there to diffuse dyno since you have to go over the top of the door to get to it. But maybe I just missed something.[/QUOTE]
well i was afraid that if i would not let the axis switch a spawn, you get axis, planing mines around the tank every time, so it would take like ages to really steal the tank (once its repaired, it gets blow right away by mines, they plant again, and so on)

the tank barrier 1 can be rebuild after its blown. =)

this happens at the moment the tank is just passed the garage box thats next to the house. i have chosen for this point, because the distance between tank - spawn will be too big, while the distance tank-spawn for axis is very close.

i agree with the part where you see, this will come when players start to know the map (same as the first time you play railgun and that kind of maps)

about the time part, i followed your previous advice, making time triggers at certain points in the map. so time gets added along the map while certain objectives are finished.

i have it running on a 32 slots server, plays very well i must admit :slight_smile: