[Map] fr_summer_b3


(CyburK) #1

hi i just finished the work on fr_summer_b3.

this one contains an important bugfix so please everybody who played beta 1 and 2 replace them with this version!
the bug occurred when someone destroyed/built the door controls while the doors where opening or closing. resulting in the doors staying closed or open regardless if the controls where built or destroyed.
besides that, there are some other changes.

  • there is a truck barrier in the village so allies cant get away that easy
  • sounds for the doors closing/opening
  • when the truck passes the bridge the time gets extended + 5 Minutes
  • clipped the rooftops so people cant jump out of the map (important for servers with doublejump activated)
  • little things on the sounds, textures and brushwork

please report bugs or suggestions in this thread

download the new version here

http://www.cyburk.net/fr_summer/fr_summer_b3.pk3

greetings cyburk


(shagileo) #2

VERY nice map, really !!
There is a great atmosphere in it.

There are some small clipping issues as spectator, you can see the back of a tower caulked, but that’s not a big thing. No real bugs as player.

great job


(Yorrick) #3

This looks alot like frost_comp or is it just me.


(CyburK) #4

yes it is a better and extended version of frost_comp. the competitive community was never satisfied with the map. but in the process of makin it right for them (six betas) i discovered a lot of usefull changes. i was never really satisfied with it but didnt know how to change the gameplay. with this version i am pretty satisfied it looks balanced (still offense friendly).
i will not work on any competition version of the map in the future. this one is made for public play no more no less.

greetings cyburk


(YourFather_CZ) #5

Map looks great. I’ll put in on my servers. :stroggbanana:

I think it deservers much better name instead fr_summer_b3. :wink:


(Blowfish) #6

Looks good! Get me some omnibot 0.66 waypoints and Ill add it to my campaigns on servers…


(Berzerkr) #7

New name for fr_summer?
How about “French Summer”?

The map still uses snow-textures wich really not fit into the summer-scenario.
A few textures are misaligned.
But beside this, the map looks really good! And it’s still a beta, so it can be fixed.


(system) #8

Nice version dude, i got it allready in our cycle.

Thanks for the nice work :slight_smile:


(CyburK) #9

the name fits not really good thats true. i will think about that one. and im gonna search for the snow textures and replace them.

thanks and greetings

cyburk


(Diego) #10

Just had a chance to run around this one today. I think the night time summer setting works better than that foggy snowy version. It was too easy to get sniped by the axis without being able to snipe back.

However, I’m not such a big fan of the extension. Visually, it looks like it belongs in a completely different map. The castle itself is compact, but with multiple levels and routes and lots of nice irregular details. The town is really spread out, a little blocky, and it takes longer to get to the objectives. The only objective in the town is that second truck barrier, and at the start of the map, who cares about that?

The Axis spawn points seem backwards now. Why should the axis spawn all the way back into the town when all they have to do is hold the walls of the castle? In your original version, allies had to build a cp to capture the tower spawn. A flag spawn would probably have worked much better. Combine that with perhaps a dynamitable objective needed to secure that flag spawn permanently would have been sufficient.

I think Axis should only spawn at that town spawnpoint if the allies have escaped the castle with the objectives. But, in my opinion, the full blown town is over kill. What the allies need the most is a building or two to spawn in, and some decent cover on the side routes to the towers.

Personally I always thought this map would be a great place to create a new kind of objective. Instead of the allies using dynamite to blow the walls (which can be frustrating as hell on the original frost). Why not have them assemble a catapult on either side and use those catapults to breach the walls. At least that way, the axis will have to do more than just sit on their towers and rain artillery and sniper fire down on you. They would have to keep the allies from loading and firing the catapults and they could even sabatoge them with dynamite.

Then then action can focus where you want it to be - inside the castle. Also, since the truck escort is kind of a formality. If the allies were ever able to get the truck out of the gate, the game was over. I would just put the truck at the allies first spawn point and make them run to the truck. That way, even tough the axis are spawing way in the back of the castle, they still have a chance to have someone intercept the objectives before they get away.

Anyway, hope you don’t think I’m bashing the work you’ve done. I’ve always like this map. The castle design is great. It just needed a little work on the balance at the beginning. And I’d like to see the new additions reflect the quality of that castle without going overboard.


(CyburK) #11

hi diego

you are right about the design of the town. it is taken from different maps i havent finished yet. and some changes at least to the design wont hurt.

i have watched and played this version about 20 or 30 times on public servers and most times i was very happy how the changes worked out.

i was never satisfied with the original frost because destroying the tower walls and getting away with the truck was to easy while the buidling of the command post and capturing the forward spawn was to hard. axis just camped the command post and very often allies couldnt even capture a prototype.

this is why the axis spawn in the town. as soon as they are to close to the walls it gets to hard for the allies to blow the walls. since this map was thought to be offensive friendly this fits the concept. now the axis have the chance to defend the towers but have a little drawback.

sure in the beginning the truck barrier is useless but in the end it is very important. i have seen great games online where the barrier was blown or built in the last 2 minutes. this was my intention when i created the town. it should act as a 3rd stage in the level. wich was missing the whole time. now axis and allies can change spawn points and fight behind enemy lines about the command post or the barrier. this way the map offers space for every type of fighting.

in my opinion the way from the objective to the end of the town is to far to run for a player and with the chance of some axis spawning in the town it would be very frustrating for most players.

the catapult idea is good but i wont make that much objective changes at this developement point of the map. i think it would confuse to many people.

a little more cover to the sides is always appreciated maybe some little building where the allies can snipe back to the towers…
and again you are right about the town. i hope i find the time and ideas to adjust the quality of it to the one of the castle.

thanks for the response and greetings

cyburk


(Diego) #12

[QUOTE=CyburK;190978]
i was never satisfied with the original frost because destroying the tower walls and getting away with the truck was to easy while the buidling of the command post and capturing the forward spawn was to hard. axis just camped the command post and very often allies couldnt even capture a prototype.
cyburk[/QUOTE]

Yes, this has been my experience as well.

[QUOTE=CyburK;190978]
sure in the beginning the truck barrier is useless but in the end it is very important. i have seen great games online where the barrier was blown or built in the last 2 minutes. this was my intention when i created the town. it should act as a 3rd stage in the level. wich was missing the whole time. now axis and allies can change spawn points and fight behind enemy lines about the command post or the barrier. this way the map offers space for every type of fighting.

in my opinion the way from the objective to the end of the town is to far to run for a player and with the chance of some axis spawning in the town it would be very frustrating for most players.
cyburk[/QUOTE]

I agree, the map as it was before, always needed that extra stage to accommodate the truck escort. My idea to have the players run the objectives instead of escorting the truck was only on the condition that there was no axis spawn in the town. And in fact no town at all. There would just be a few buildings (like a stable or something that you would expect a castle to have) or ruins or whatever. Just some basic structures for cover for the allies to spawn in and use to advance to the walls.

[QUOTE=CyburK;190978]
the catapult idea is good but i wont make that much objective changes at this developement point of the map. i think it would confuse to many people.
cyburk[/QUOTE]

Yeah, it would be a drastic change. My reasoning behind that was if you had the axis spawning behind the walls like in the old version, the catapults would pull the objectives farther away from the walls and be easier for the allies to defend as well as breach the walls. Plus it’s an idea that I’ve had teasing me in the back of my head since the first time I saw your castle.

Anyway, I look forward to seeing the next version.


(Nail) #13

trebuchet is better than catapult for wall breaching, plus they’re way cooler