Map release:Subway_beta


(ausman) #1

The map is based in an African city subway where axis have planted dynamite in it and the allies have to move it outter there using the subway trains.
==Allied objectives ==

  1. Construct the generator to power the dynamite train
  2. Load first set of dynamite onto dynamite train
  3. Move dyno train and place second set of dyno onto the train
  4. Move train to ground level and and place dyno onto truck
  5. drive truck through the city
  6. Construct chamber
  7. place dyno into chamber and boom!!
  8. Construct com post

==Axis objectives==

  1. Blow generator to stop dyno train from moving
  2. Defend the 2 sets of dynamite
  3. Stop the truck
  4. Blow the chamber
  5. Construct com post

gameplay:bare minimum 3v3

Now is the time for your input about problems, gameplay, what is it missing, anything etc. Here’s a few pics, click on them to view in larger detail (subway pics might be very dark due to your gamma settings), and the download is from here http://www.pcgamemods.com/6178/




(Mapper X) #2

It’s looks like Goldrush, and goldrush is awesome… :smiley:


(Loffy) #3

Nice screenshots!
// Loffy


(faltytower) #4

Rush hour certainly is different with bullets flying around =).

Bug Report: Was testing this out locally on ETPro (3.0.13) and noticed that when escorting the truck to the chamber and having completely finished constructing that objective, the truck didn’t complete its traced path–it remained where it halted. Not sure if this is an ETPro-specific bug or a problem with your script while running ETPro.


(ausman) #5

nah thats an error with the script. Unless you escort the truck to the end of the splines it will just sit there infront of the chamber. I’ll fix that right now, Thanks


(G0-Gerbil) #6

First negative comments:

  1. Lighting is a bit too bland, I’d say less ambient light and a bit more localised.
  2. Textures are a bit repetitive. Quite a lot of the time because of points 1 and 2 here you can’t differentiate between ceiling and walls - makes going down the stairs a bit weird!
  3. Some areas need a touch of clipping - most obvious example is above the broken stairs. You can still get here as a player but it’s visual glitch ahoy.
  4. Trains don’t follow the tracks very accurately and don’t appear to have wheels!

Positive comments:

  1. I do like the overall feel of the map, it’s definately unique in it’s own way while retaining enough of that ET ‘feel’.
  2. I like the idea of the trains (but them moving to a fixed schedule is a bit ripe for defence camping. Perhaps you could put in a switch that attack could press that would delay all the trains for a while to throw it out of sync?)
  3. It just looks like it’s fun :slight_smile:

(ausman) #7
  1. Yeah a problem with the ambience is that I wanted the subway’s to be fairly dark but the city buildings insides fairly light so I left the ambience dark, I fiddled around with minlight but didn’t take the cake, the last thing I want to have to do is individually install lots of light entities though.
  2. Yeah I will change it so the stations don’t have the same ceiling texture as the wall. I will also change the esclator stair textures to be grill like
  3. Thanks for pointing that out, I just realised u can get to the top of that bridge going around the sides
  4. As for the looping trains, if I randomize the times when they loop then the allies won’t be able to immediately jump on board when they spawn (and knowbody likes to wait for trains :disgust: ), also you can still see them in the command map.

(G0-Gerbil) #8
  1. Ah forgot they’d show up anyway :slight_smile: There are other ways around not including the trains anyway, so it’s not a big deal I suppose. I’d probably not use the trains much myself - a simple defence flamer at the end of the platform spamming the trains as they come in :wink:
    Did you ever play Tram in RTCW? People tend not to like small moving areas, they are a bit of a target for the enemy! At least in your map’s defence you have a lot more of them more frequently though.

(Tabasco(+)) #9

Tried it on =Shit Storm=, its awsome !!!

will be adding it to rotation on the new server, check it out its called BunkerGaming #1 [XPSave] or here is the IP :cool: -->209.51.163.130:27960 good luck :wink:


(ausman) #10

Cheers, thanks for the feedback, I really have have no idea about gameplay so its good to see a positive comment. Also is there any Aussies who will be able to host it on an aussie server? My poor 56k can’t handle anything out of the country :frowning:


(Tabasco(+)) #11

Is Australia one of those countries who have DSL/Cable but kill you with the prices ? :moo:


(ausman) #12

u bet, its slowly coming down. It doesn’t help that half the country doesn’t even have telephone exchanges that feature fast internet capabilities or the fact that our government has put limits on the speeds we are allowed to reach :disgust: .


(Schaffer) #13

DSL? WTF is that :slight_smile:

Ausman, your not alone in the world with 56k.


(Tabasco(+)) #14

Sigh, i wish i can share my 3 Mbps Cable connection with you guys :frowning: , stupid goverment :disgust: !!!.

Good luck on getting cheap internet :cool:


(The Wanderer) #15

one very small suggestion. You should make the spawn time for the assaulting team 20 sec instead of 30.


(ausman) #16

Yeah i thought it was a bit too long, I’ll have to quicken up the looping trains then as well but that shouldn’t be a problem. I’ve now put together a fair list of things to fix up thanks to u great folk, so hopefully i should have a next release within a month or so, then a final(as long as the gods are with me and uni doesn’t get too hectic). Keep the comments coming, all feedback is appreciated :clap: .
Also here’s a mirror thanks to Abnix at www.chigc.com/etmain/subway_beta.pk3