[map]falkenstein first beta


(DerSaidin) #21

Looks pretty good.

A few points:

  • There’s lots of flat ground, and long stretches of the same texture. Anywhere outside you can/should put uneven areas of snow to change the height and breakup the textures.

  • Doors which cannot be opened (only there to look good) are nice, but I would recommend NOT using the generic green door (and green door + Wolfenstein symbol) on doors which aren’t really doors. Those textures should be reserved for REAL doors (and real team doors with Wolf symbol).
    That will make the map less confusing for players, as it will be obvious if there’s a room behind a door or not. Makes it easier to learn the map.

  • Signs. I saw a few maps of the map, but signs are easier to read. Again, this helps players learn the map.

Haven’t seen gameplay, so I can’t say much there. Maybe some possibility for competition.


(ailmanki) #22

AFAIK:

  • etpro has a func_fakebrush entitiy avalaible for mapscripting, which is not available in any other mod.
  • etpro has a ‘delete’ statement, which the other mods do not have

Unsure if Jaymod has func_fakebrush, in any case it has the ‘delete’ statement.

The map looks nice, I have not putted in on a server as it seemed to me not ready yet.

Considering mapscript fixes , or new pk3 release. I think it depends, the map is only short time available - if there are already servers using it, with a large playerbase, a mapscript fix would be better. And then release the new pk3 like a month later.
If there is no servers yet using it, release a new pk3.


(TomTom7777) #23

The func_fakebrush works in most all major mods (ex. my scriptfix for bloody Omaha had one and I tested it in 5 mods (the 5th being FritzBot)

I think deletes exist in most of the major mods but they may or may not work the same way (unsure). All should support “remove” inside the entitiy’s script block (a good reason entities need unique scriptname entries.)

I too would prefer to see a b2 rather than b1 scriptfixes, but if b2 is delayed I don’t mind doing/seeing scriptfixes. Since FritzBots need special things for the elevator, I don’t mind helping out for the other mods too.


(kamikazee) #24

Seriously, you’re the creator of this map and can swiftly release a new beta.
Considering a script fix takes about 5 to 30 minutes to get right and the fact that it is yet another pk3 on the server, I would rather release a new map (you could even name it b1a or b1b to confuse everyone).


(Jo0f) #25

Really nice, good job!

Some things:
-What dersaidin said about the doors, use other textures if they can’t be opened. Some doors in the map open inward?! And near the last axis spawn there are some doors that keep open and can’t be closed if that’s supposed to be like that keep it it’s nice!
-The elavator seems to be bugged, when you go up and then to the middle again the door doesn’t open! Also it seems kinda hard to do what you want it to do… Sometimes it wouldnt go down at all.
-The last part downstairs is like a labyrint to me, some things (flags, paintings, boxes, w/e) could be put to make it recongnizable to people.


(CovertOpz) #26

the first screen shots reminded me of ‘Stalingrad’ from COD2, lol, nice work, i wish i could map, but havnt the patience to learn, so i picked up modeling instead, maybe a patient mapper can help me learn :stuck_out_tongue:


(Jo0f) #27

Could someone please reupload the falkenstein_b1.map file? Rapidshare limit has been reached :X

I’ve been trying to contact 0range, but he hasn’t logged in for a while. Thanks in advance!


(Magic) #28

Here you have a link :

Falkenstein

EDIT . sorry - you was looking for the map file - i have it on my home computer - and i wont be back before Friday.


(th0rn3) #29

http://otherhoodclan.uuuq.com/files/falkenstein_b1.map
You’re welcome…
PS: If it opens as a text in browser, just press File > Save As


(0range) #30

hi im back, fixed most already shortly after the first release last year, but then my study started, personal problems, lost track to mapping etc hindered to finish it. but now i want to start again, so i want to finish my first map falkenstein and afterwards making a new one, maybe reusing the better parts of thismap again.

so if some of you are still interested here is my second release:

http://rapidshare.com/files/365078745/falkenstein_b2.pk3

source map:

http://rapidshare.com/files/365079286/falkenstein_b2.map

noteworthy fixes/changes/additions:
-cp allied spawns (only one spawn was working before) fixed
-trucks got new clip
-command map icon and toi for the place of delivery added
-another exit for the station spawn room added
-office room next to the axis spawn in the base stretched
-mineable cave ground
-cp for axis
-doors altered
-signs inside the base for orientation

0range


(th0rn3) #31

Welcome back, I’ll take a look asap then edit this post with new bugs :smiley:


(0range) #32

finally i can release the 3rd beta of my map, took a while, i must be the slowest mapper :P, well atleast it has major changes unlike the second beta had.
most notewhorty is the part inside the mountain, the base have been totally remapped, now i hope this part is easier to play as it was before like a maze and for some confusing.

map:
http://rapidshare.com/files/421959867/falkenstein_b3.pk3

map source:
http://rapidshare.com/files/421960046/falkenstein_b3.map

noteworthy fixes/changes/additions:
-another way added to the catchable flag in the first part of the map
-more obstacles added or modified in the outside part
-the base inside the mountain totally remapped (except the cave part)
-objective is now caged and the door to it can either be opened by a disguised cov op or by an engineer
-allies spawn exit at the cp was changed

further plans:
change one of the primary objective: instead of destroying the generator by a dynamite, allies have to escort repair a tank at the second spawn and escort it to the mountain, which then have to blow up the gates.

unfortunatly i still dont have the knowledge about mapping tanks, also dont have the time to do it in the near future.
0range


(stealth6) #33

you should add some screenshots :smiley: too lazy to download and load up atm.


(0range) #34

^^on the way :stuck_out_tongue:

the main objective is now in the room in the end:

the big room should be now more crossed than before:

the main objective is now behind this cage and can be opened by an engineer (construction is the console next to the door) or a disguised cov op:

this is on the first part, at the left a new way down to the flag or to hide:

more obstacles added like the ruin at the bottom:


(KeMoN) #35

Great map!
Thanks for it and Keep up the work :slight_smile:


(stealth6) #36

Mm since I was looking at that soundpack from the other topic I downloaded it after all :smiley:

nice map, looks cool. Checked out the tris too which looked alright :slight_smile: Nice quality work!


(aaa4) #37

what part of the map is actually made by yourself ? just a reminder :slight_smile:


(KeMoN) #38

Here’s my opinion:
We shouldn’t care about what he exactly made on his own. The map looks great and if he took something out of other maps he attached it perfectly into his one. He also released his map source. That’s a thing which every mapper should do in my opinion, that others can attach great things out of other maps into theirs. As long as he doesnt take stuff out of other games it is ok because ET is an opensource game and everything which was made for ET should be opensource too.
If the original mapper or whatever wants credits for his work and he doesnt get it ok, thats another thing but aslong as everything is credited, I think it is ok.

I didn’t had the time to play the map but the screenshots do really look good, and thats a fact!


(0range) #39

^thx @ stealth and kemon

@aaa4
well ,i can say what wasnt made by me

prefabs are:
-trains by ifurita
-Cantina Set by chris
-Wallshelf by puRp0se II
-lamp posts in trainyard
-axis banner by moonkey

models all from original stock

    some brushwork also from original map:
    - rail end (dont know the name for it) from railgun
    -desk from goldrush
    -entrance which leads inside the mountain from fueldump
    -hanging lamp
    -transformer (reailgun), i think atleast got inspired from them

should be all, hope i didnt forgot something, but rest is all handmade

inspirations:
-for the base by Jo0f who made of this map a sw version, but i tried to focus there on my own
-the room with the 3 transformers when going from allies cp, there saw something similiar once but cant rember from where, might be also another game


(KeMoN) #40

Ah ehm. I forgot to ask…
How did you make your terrain? by hand or with easygen, IMGtoMAP or other programs?
Just for interest :slight_smile: