[map] Raw Castle Final


(redRum) #1

Hey there!

Last night I finally released Raw Castle Final. The latest version of the map was released soo long ago and this new one has changed a bit its look and a few playability issues (changes list below!). We’ve spent lots of time in testing the old trickjump spots, and disabling them. Yet sure some leet jumpers will still be able to get into the castle, but I dont think you can really do it as fast at least! :stuck_out_tongue:
Also some ppl complained about a too much intense green atmosphere so i’ve been playing with that too, reduced the fog, and removed the green tone for lights, hope the looks of it will suit everybody now.

The file is available at:
http://www.cyanureill.net/downloads/maps/raw_final.zip
http://returntocastlewolfenstein.filefront.com/file/Raw_Castle;66747


File info:

Title			: Raw Castle
Filename		: raw_final.pk3
Game			: Wolfenstein: Enemy Territory
Version			: final
Date			: 24.July.2006	

Author			: Roger "redRum" Creus
Contact			: [email]roger.creus@gmail.com[/email]
URL			: http://www.cyanureill.net

Gametype:		 Objective, SW, Campaign, LMS
Maximum Players		: 32     
Recommended Players	: 12

Story:

The allied army has taken a farm in England.
There is a castle down the hills, the Axis is using it as their stronghold.
The fortress is strongly defended by an old big wall which the allies will have to pass through.
Valuable documents are resting into a vault, at the castle.
Will the Allies be able to steal and transmit them?

Objectives:

   Allies.	

1  .Primary	: Steal the secret Documents.
2  .Primary	: Transmit the Documents.
3  .Primary	: Blow up the Main Wall and secure the Forward Spawn.
4  .Primary	: Destroy the Castle Main Door.
5  .Primary	: Blow up the Vault Door guarding the Documents.
6 ..Secondary	: Capture the Tower Spawn.
7 ..Secondary	: Destroy the Side Wall and get easier access to the Axis Castle.
8 ..Secondary	: Construct the command post.


   Axis.

1  .Primary	: Protect the Documents.
2  .Primary	: Prevent allies from transmitting the Documents.
3  .Primary	: Defend the Main Wall.
4  .Primary	: Defend the Castle Main Door.
5  .Primary	: Defend or construct the Vault Door guarding the Documents.
6 ..Secondary	: Don't let them capture the Tower Spawn.
7 ..Secondary	: Prevent allies from destroying the Castle Side Wall.
8 ..Secondary	: Construct the command post.

Things that have changed since the beta 3:

- Fixed the allied spawn bottom MG's position.
- Fixed the terrain leaks.
- Non significant changes in the terrain shape.
- Retextured the whole terrain.
- Forced nopicmip for the terrain textures.
- New shader for the props/hay texture.
- New shader for water.
- Fixed light leaks.
    - Fixed flame textures.
    - Made tree clips spiky.
- Improved vis blocking.
- Removed the trickjump spot at the back of the castle.
- Lowered the green fog.
- Removed the green tone for the sun light.
- Fixed the command map custom icons.
- Fixed the custom vo sounds.
- Added a locations file for etpro.
- Fixed spelling errors.
- Added surfaceparm alphashadow to the tree models' shader.
- Changed default worldspawn and func_groups lightmapscale (1.0) to 0.3.
- New texture transition for the caves' entrance.
- Removed a few mushroom models.
- Shortened the middle spawn tower a few units.
- Fixed the tree models' texture conflict.
- Fixed the limbo objective descriptions for both teams.
- Added a new light at the castle bottom floor.
- Added a new light at the cave entrance.
- New shaders for some metal textures.
- Added 8 new textures.
- Realigned many textures.
- Non significant brushwork changes.

Misc:

editor		: GtkRadiant 1.4.0
compiler	: Ydnar's q3map2 2.5.16
specs		: AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb
light compile	: -light -bouncegrid -custinfoparms -dirt -export -fast -nocollapse -patchshadows -shade 
			-compensate 2 -bounce 8 -gamma 1.5 -lightmapsize 1024 -samples 3

Credits:

Oak-tree md3 :		Krischan "GrimReaper" Makowka
Mushroom md3 :		Ken "kat" Beyer
Celtic cross md3 :	Oak

Textures :		ID software, SD, Ydnar, HFX, Ken "kat" Beyer, redRum	

Locations file :	TOG|Neddie

Sound Scripts :		Chris "Grizbo" Walker

Thanks to:

Wulf, Aingeal and Grizbo for the support, ideas and bug spotting.
56ker, Monitotxi and Aratbass for keeping my site up and cool.
TOG|Neddie for the infinite help and time spent on this.
Au.Hiroshima for the great feedback and suggestions on previous releases.
The whole ET division of the TOG clan and others who helped in those long playtests on their server.
The RAW clan for previous testings.
SD, ID and Ydnar for the great game and tools.

Enjoy!


(nedd3h) #2

Nice!

can play at 202.60.72.67:27960 - Australia
can also download - here -

:drink:

edit: new IP


(redRum) #3

Bug spotted (thx Berzerkr):
the book model’s .md3 is not in the original pk3. :banghead:

I’ve made a small fix for it http://www.cyanureill.net/downloads/maps/raw_docs_fix.zip and updated my site’s raw_final.zip so it contains the docs fix pk3 in it too.
Most ppl won’t need it cos there are also some custom maps using the same book model, however, if you have the same trouble with other versions of the map this fix will also do the job.


(Gringo) #4

Class, i love raw castle. Look forward to playin the final version.

I am a total noob about computers so all the info above is way beyond comprehension for my puny brain so my question is will the final version have a better fps rate than the previous one?


(redRum) #5

That’s hard to tell Gringo, I think it also depends on what’s good for you, I’m ok if I can keep constant 76, others will want 120 or more, the map was never a high fps map by the way.

There’s some more visibility blocking going on now, but I can’t do much in parts of the map where you can see it all (flag area) without changing the whole map layout, and it was a bit late for that :stuck_out_tongue:
Overall they shouldn’t rise, but on the other hand the increase should be noticable at the farm, caves and castle areas for most ends.


(heretic) #6

nice one dude, congratz


(Diego) #7

Just played this version. Nice shadows. I love the leaves on the ground even though the scale is a little large. Axis players complained that it makes the docs hard to find when they are dropped. :clap:


(cookie_box) #8

it whould have been great whit rain on the map :smiley:


(redRum) #9

Yep leaves are a bit bigger than they should but I’ve tried a few sizes for them, and the texture tiling was very obvious when I scaled them down.
Rain could have been good, but it’s another fps consumer, and anyways most people will use cg_atmosphericeffects 0 to disable it.


(]UBC[ McNite) #10

If there ll be a TE version… plz put the textures for the trees in it lol. Just found out the old TE version lacks the leafs of the oaks.


(kamikazee) #11

Oh, that wasn’t a TE feature? :smiley: