*MAP RELEASE: Alps trail*


(twt_thunder) #1

Alps trail
Axis escort map
Made by Thunder
credits to:
– Teuthis for help on terrain shading
– Mateos for help on waypointing questions
– Macchute for help on finding wintertree models
– Kuna for his HUT prefab
well the whole twt crew really with informative feedback.
This is the only version I will release of this map, bugs or no bugs!
BUT, Source of the map will soon be released in our download section and therefore free to modify in any way you like…
Story line:
Axis forces needs to get the truck to the ammo depot and get the ammo onto the truck and further to base on the other side of the alps.

meanwhile Allied forces has comed by ski to a nearby hut to sabotage the mission at any means.
Have fun and a really merry Christmas!
DOWNLOAD







(Teuthis) #2

Delicious …

The pak 75 is still in there, correct?


(twt_thunder) #3

[QUOTE=Teuthis;542985]Delicious …

The pak 75 is still in there, correct?[/QUOTE]

oh yea, both of them :slight_smile:


(twt_thunder) #4

source here for those who wanna modify anything… free to use in any way:


(KeMoN) #5

Good job and perfectly in time for christmas!
Looking forward to the other entries of your competition :slight_smile:


(Teuthis) #6

[QUOTE=KeMoN;542996]Good job and perfectly in time for christmas!
Looking forward to the other entries of your competition :)[/QUOTE]

I think Mateos will deliver in time, I certainly won’t. You know, it’s always the little things but I will release my map (teutoburg_forest) latest mid January. It’s 99% done


(SiNRay) #7

Great work Thunder! Can´t wait to try it out. :slight_smile:


(diaboliksmart) #8

Congratulations twt_thunder for this very beautiful map !

But there is a little problem who blocks the truck, in case the second bridge (after ammo-truck) is not built and the truck get stuck on the river-edge, blocking axis engineer to build the bridge. So axis advance is impossible, and mission is blocked until map ends time. (happened twice on 5 running Alps map)
You see what I mean ?

And thanks for your creation ! :slight_smile:


(Teuthis) #9

[QUOTE=diaboliksmart;543202]Congratulations twt_thunder for this very beautiful map !

But there is a little problem who blocks the truck, in case the second bridge(after ammo-truck) is not built and the truck get stuck on the river-edge, blocking axis engineer to build the bridge. So axis advance is impossible, and mission is blocked until map ends time. (happened twice on 5 running Alps map)
You see what I mean ?

And thanks for your creation ! :)[/QUOTE]

@Thunder: move the respective spline so that the truck stops a bit earlier? I suggest to wait a bit to see if more issues come up.


(twt_thunder) #10

We were able to reproduce at the desperado server…
its a script bug, if you destroy the stone barrier the truck moves further
I will look into it.


(CS_kOoL) #11

Hi all,

Thanks ‘TWT’ guys for all the pleasure you give to us and since any years !!

What a awesome map , and a map where it is the axis attack (as u know we need this kind of maps).

U’re brave because 1 more time and unfortunaly your map is used/tested in any bad conditions…with 40…50 ‘maps’…etc etc…and yet we know all that a server with this amount of ‘maps’ who runs perfectly it doesn’t exist and even with the best ‘mod’ etc…etc…finally it is a mess !!

As i said u’re brave.

Say me ‘TWT’ guys , i’ve a long question who desserves a short answer:

When u test a of your newest creation of map for the 1st time by yourself…before publising officially i mean…do u test it on server ‘Linux’ or ‘Windows’ ? Both ?

And with ‘ET:Legay client’ and/or ‘ET:Classic client’ ? Both ?

In fact i’d like to understand something because when i test a map i always test it only on a server ‘Linux’ (and the ‘map’ alone for sure and with the original files only as well for checking objectivly if there are any missing and useless textures).

By exemple for ‘Alps_trail.bsp’ there are concretely 2 missing textures (2 textures ‘light’ in fact on server ‘Linux’) and especially ~50 useless textures as well , then your map on my server has a size ‘~9,50 MO’ only instead ‘~14 MO’.

If no , if u need the 2 missing textures ‘light’ i can provide them to u…but i guess u have already them :wink:

Sorry if 1 more time i test anythings that everyone doesn’t care but finally all i can say it is motiving because the result is obvious on my server…

I mean any maps lighter and any scripts shorter finally the server loves that and it is logical because when the server has a lighter caravan to tow = the server is more swift.

And i take the opportunity to wish a merry christmas & a happy new year ‘2016’ to all those who read me !!


(TomTom7777) #12

[QUOTE=twt_thunder;543222]We were able to reproduce at the desperado server…
its a script bug, if you destroy the stone barrier the truck moves further
I will look into it.[/QUOTE]
Nice map BTW.
While Fritzbotting around the map I have tested a few minor script improvements;

  1. To reduce the likelihood the truck will fly when the first bridge is destroyed. By moving the the stuck check to 2 splines ahead the truck should only fly if the bridge is blown when it is moving on it
	trigger stuck_check_bridge_1_built
	{
	      accum 1 abort_if_not_equal 12 //TomTom was 10
	      accum 3 abort_if_not_bitset 9
	      accum 3 bitset 1 //stuck
	}
  1. Similarly for the wood barrier to prevent the chance of truck-moves-through-solid-object visual. This change can result in left-front-tire-embedded in barrier but otherwise change is OK visually
	trigger stuck_check_barrier1_built
	{
		accum 1 abort_if_not_equal 14 //TomTom was 13
		accum 3 abort_if_not_bitset 7
		accum 3 bitset 1	// stuck
	}
  1. IMO the reported bridge 2 construct materials under the truck issue will be best handled by moving the origin of the materials as the next two splines are visually a problem. The bridge should be made invulnerable once the truck enters the spline over top of the current materials position for best visual, otherwise a flying truck visual is more likely. I may try scripting a new origin for FritzBots later.

  2. For the stone barrier like the wood barrier the stuck check should be moved forward to avoid risk of a truck moving through solid barrier visual. The change can place the front left corner of the truck visually embedded in the barrier but if the barrier were snow or earth that would be a reasonable thought.

	trigger stuck_check_barrier2_built
	{
		accum 1 abort_if_not_equal 25 //TomTom was 23
		accum 3 abort_if_not_bitset 8
		accum 3 bitset 1	// stuck
	}
  1. The last bridge also can have the truck flying so moving up the stuck check by 1 reduces that likelihood (moving up by 2 leaves the front tires floating)
	trigger stuck_check_bridge_3_built
	{
	      accum 1 abort_if_not_equal 43 //TomTom was 42
	      accum 3 abort_if_not_bitset 11
	      accum 3 bitset 1 //stuck
	}

(Teuthis) #13

I test my maps on my second ET installation (the one for playing). All on windows and offline under host server


(twt_thunder) #14

thanks TomTom7777, I will put this in scripts right away and move the construction over to the side.
and off-topic please consider to be one of our team, we need people like you :slight_smile:


(twt_thunder) #15

Ok, TomTom7777 I added all your scriptchanges and I moved construction material on bridge 2 into a “cave”

the rest can be seen here:
http://www.thewolfteam.org/forum/index.php/topic,50.msg3716.html#msg3716

and again, Player who would like to in any way have maps the way they want them to… make an account and be active in the maps contruction threads, this way we will be able to make maps more people like.
doesnt help me or the others much to post it in clan forums as I have no time to run thru all clan sites for feedback.


(twt_thunder) #16

(diaboliksmart) #17

Yeahhhhh thanks for your work !!!

I’ve just downloaded the “nav.zip” file, but it contains only 3 bot files ??? I thought you re-worked the script file or do we need to download the map pk3 ?


(TomTom7777) #18

[QUOTE=diaboliksmart;543426]Yeahhhhh thanks for your work !!!

I’ve just downloaded the “nav.zip” file, but it contains only 3 bot files ??? I thought you re-worked the script file or do we need to download the map pk3 ?[/QUOTE]
Yes you do. The ‘script’ file is in the map pk3 along with other changes that are in the bsp file (new wall etc). Use the link in top post or
copy


into your browser.

All hail goes with twt_thunder’s rain :wink:


(diaboliksmart) #19

It’is all right ! Thanks it runs OK (and good idea to have moved the allies’spawn at 2nd bridge: with or without the truck’pb, it was very hard for axis to go there !)


(twt_thunder) #20

and thx for reporting,
well I am now done with this map and will update the source too, so if anyone wants to modify it even more, just go ahead, Need to work on next projects :slight_smile: