MAP: Saberpeak beta Download!!


(Svarvsven) #41

Oops, if you go to the center of the town there are som bushes/plants there. Nicely arranged, I might add. Crawl there and u gonna notice that quite a few don’t touch the ground.

(those floating plants are really rare all over this galaxy…can get a lot of cash if u get ur hands on one of those) :slight_smile: :slight_smile:


(Deprave) #42

Wow Amazing map, had it running on my server @ migamer.com with 60 people on today, and the allies won even, but its in my map cycle at that server and will stay in it, look forward to the next version, i can see how if the allied team didnt stradegize a little they might have a hard time moving the boat…but im sure you finely adjust the balance already and I look forward to it in the next release, Open source all the way ! :smiley:


(Deprave) #43

Just had another round of your map 17v18 (18 on allies) and the allies won again, as an allied engineer i layed prone on top of the boat by the mg and just kept repairing it only died twice the entire boat run…i switched to engie and did this after we loaded ammo on the boat and it was at dock… The allies finished the map with 10 minutes remaining…The boat itsself seems to be good cover


(shutts) #44

nice map but previous comments about the choke point are spot on, we are running the map on the [G-TAP] server if anyone wants to try it, the ip is 217.10.140.238:27960 or visit us at www.g-tap.co.uk were you can download the map if you havent got it yet. :drink:


(Crash(+)) #45

1st of all GREAT map, the only thing i love about this map is that it has custom textures that are high quality and doesnt lag like other maps (i.e Venice)

2nd here is a mirror i put up for the map. http://216.218.222.172/files/destruction/etmain

3rd the map is up on the new server i just launched or servers should i say here are the IP’s.

Bunker Gaming (XPSave)#1 - 209.51.163.130 - Custom Maps, XPSave, LVL 4 Light Weapons Promotion, 64 Player Slots.

PLEASE SUPPORT OUR NEW SERVER ! By visiting it ;).


(Sick Boy) #46

Just checked this map out, it’s very good looking :clap:
I have no idea about balance cuz I haven’t played it online yet.

But I did check if it was a bit “trickjump-proof” :slight_smile:

I’ ve uploaded some demos : http://free.7host06.com/indsickboy/saberpeakdemos.zip

demo 1 & 2 show you can get in and out of the bunker room with the cp through the window using prone. Don’t know if this was intentional.

demo 3 shows you can easily jump over the rock you are supposed to blow
demo 4 shows you can easily airwalk over that same rock :smiley:

demo 5 shows a dyna near the sub that won’t get diffused. The problem here is your plant area is way to big, you can plant anywhere in the submarine room and it will blow. You should try to keep it sub-only. You can even plant now from the corridors without having to enter the subroom, if you plant just around the corner.


(NOP) #47

Whoa, I hadn’t played this game for a while and I had forgotten about all the crazy things you can do in it.

1 & 2 Were not intentional but they’re not really a big issue so i doubt I’ll do anything to prevent them from happening.

3 & 4 show a serious problem and I thank you for pointing it out. I’ll make sure I fix it before the next release.

5 This and a few other spots like this one were intended. The dynamite trigger brush inside the hangar was made very large so as to help the allies plant the dynamite in hard to reach spots. However it turns out that that is not really necessary and in the next release dynamite will only be plantable on the submarine. In that little weapons cache you can actually just go prone and slip through. That was a clipping problem that’s also been fixed.

Thank you very much for your input. I avoided placing many clips around this map because I thought if they can get there, let them get there. So other than the restrictions on the map boundaries, every other spot on the map can be reached. And I’ve even gotten people complaining about the clips on the map boundaries. People want to swim out to the open sea. The few restrictions though are proving to be more and more of a problem because of the many exploits this game has, and the many strange changes that the mods make (such as the shrub double jump). In the end I’ll probably just make sure that you can’t trick yourself to completing or going around an objective.


(Zaedyn) #48

I’m hosting it as part of our 10 map campaign here:

bpark3.servegame.com:5123

We regularly have 28-32 people playing this map when it runs

You’ll want to make your client-side port something other than 27960 if you want a faster connection since our ISP rate limits game ports.

You can use the link at http://bpark3.com to do this easy if you’re using windows. In linux, just run et like this: et +seta net_port 4445 +connect bpark3.servegame.com:5123

Our regulars LOVE this map. They always want to play it again and again. The only complaints we get are the problems you’ve already noticed. It’s really hard to move the boat once it gets in the bay. I’m glad you’re going to make the spawn change after the boulder is blown. I’d also suggest a Flag spawn at the beach house (where the supplies are). This might make it too easy, I don’t know. Maybe change the spawn when the boat gets to the dock. I agree with the ammo not being loadable until dock. I mean, you can’t swim with that ammo, can you? Well, maybe if you floated it somehow.

This has been aluded too also, but when the boat gets stuck in the bay, the common thing to hapopen is that the better players on the allied team gang up and force themselves around the back and plant at the side wall. Once this happens, the Allies seem to win pretty quick. The allies have won 2/3 of the time (20 of 30 games), usually by sneaking past and hitting the side wall. This happens quickly, I think, because the axis team has a hard time suddenly adapting from the big map to the small fort. I really like this aspect, but if the change wasn’t so abrupt, it would probably balance a little better. That’s why I like the idea of another forward spawn or switching the spawn earlier like you’ve suggested. Also, if you had another forward spawn (like the beach house) you could make it so blowing the side wall does NOT change the axis spawn automatically. This might make things smooth out a little.

One of our regulars posted his own suggestions here:

http://bpark3.servegame.com/forums/viewtopic.php?p=521#521

Thanks for the great map.


(Deprave) #49

Yea saberpeak is a HUGE hit to say the least at the migamer.com servers. everyone loves it, Also i held a poll on the website of favorite new map that we are running and saberpeak came in first with 44% percent of the votes with mml_helmsdeep_a3 in second with 22%


(Morge) #50

First I’d like to say Saberpeak has left me laughing or screaming in frustration every time I’ve played it… great map :slight_smile: After having played it quite a bit now I’d like to throw in my two cents and offer up a few changes that would possibly make the map smoother flowing rather than sniper/FO wonderland.

Allies can accomplish the objective by sneaking through rather easily, however as a team they take the beating of a lifetime and can be bottled up rather easily by Axis at the first spawn if they don’t slip through the gaps quickly. I’ve won as allies on this map everytime I’ve played on it, however it’s a win thats out of the blue… kind of like when an engineer is grenaded over the fuel depot wall and even my team is left wondering what the heck just happened.

Suggestions…

1.make the command post spawn a capture flag area instead of a command post spawn. Until allies manage to blow the front door axis has control of this prized vantage point making it extremely difficult to push forward for allies. Because the boat can be halted by constant Artillary fire without trouble.

2.Another idea… script the Axis respawn to shift to the sub base once allies advance on the beach.

3.Add a Ally buildable MG at the allies spawn with a firing arc that reaches over to the sub base and covers the narrow gap that leads into allies spawn.

4.Add a Neut buildable MG with a wide firing arc at the ammo crates, so that it can be used by Axis to hold off the allies and it can be used by allies to fire on axis as they come out of the tunnel.

5.Add a Ally buildable MG near the supply cabnet beach house with a wide firing arc to supply cover fire on the sub base and possibly command post base.

6.Change the sub base tower mg’s into Axis buildable MG nests. The towers make great firing positions without MG’s, but having to build the MG’s cuts at least one person out of the ammo deffense for a few minutes at start.

7.Add a current to the water that pushes players inland slowly when they’re near the middle and ocean area’s of the bay.

These changes make “stealth” dyno’s more difficult but not impossible, they also make them less neccessarry sense the allies will be able to actually advance on the beach as the boat moves forward. Something which at this moment is extremely difficult to do. It also supplies engineers and coverts on both sides with more things to do beyond rifle grenading and sniping.

These changes supply more things for allied/axis engineers/coverts to do, and should create a fight that moves rather than another build the bridge while being pounded by artillery. It also gives the axis more reason to move a few players to the sub base early in the fighting. Where as now the main reason to move to the resort early on is to snipe/call for fire.


“Just cause we’re enemies doesnt mean we have to kill each other”


(triumph) #51

Consider this scenario: allies suck a bit and can’t make it to the docks. The boat is somewhat half way to the docks. Axis ocupy health and ammo cabinets and enjoy heavy sniper/MG support from the bunker. This makes pretty hard to get to the boat.

A solution for such lock is to swim to first island and open support fire. The problem is that swimming is slow, and island is quite far away. Axis MG’s see enemy swimmers for a half minute or so. Pretty enough to get everyone perforated. Once you get there, it isn’t much comfortable. Much better is second island, as you can go prone and take down enemy snipper/MG at the bunker. However getting there takes time and you’re vunerable again.

My suggestion is to make one island out of those two. A bigger (think artillery support fire), more accessible island with numerous obstacles (think snipper fire) would allow alies to cover bunker fire. In my opinion such change would ruin so called ‘Axis sniper paradise’.


(nedd3h) #52

hello :slight_smile:

the bugs found in the final version ie. those mentioned in the website, are they able to be fixed on etpro servers via a mapscript?

IMPORTANT: KNOWN BUGS IN THE FINAL VERSION There are 2 bugs that have been discovered in the final version. They are quite rare and should be relatively easy to avoid, so for now I’m not planning another release to fix them.

  1. The first bug has to do with the game not ending when the submarine is destroyed. This bug is triggered when the main gate or the side path boulder is destroyed while the submarine scripted explosion sequence is taking place. The whole sub destruction sequence lasts 5-6 seconds and if during this time the main gate or the side boulder is destroyed the game might not end. This bug is very rare and it should be quite hard to trigger it because of the timing involved.

  2. The second bug has to do with the boat not being repairable even though it is destroyed. If the boat gets damaged while it is destroying the boulder blocking the side path and an allied player is on the boat at this time, the boat is not repairable even though it is damaged. To fix the bug the allied players should simply get off the boat until it becomes visibly damaged (smoke appears) and they hear the boat damaged message. This should take about 1 or 2 seconds from the time they get off the boat so the bug should not cause any significant problems.


(Diego) #53

That would be nice if you could. We’ve encountered both of these bugs. I guess if getting off the boat will fix that bug, it is not such a big deal. But it really sucked to blow the sub and have to wait another 15 to 20 minutes for the round to end.


(CyburK) #54

first of all: the map is great !
perfect solution for all would be a capturable spawnpoint at the health ammo cabinets wich is covered by landscape (hills, rocks).
but i like the map how it is cause many times the allies have just to run through with a covert or dynamite the wall even before the main doors have been blown (by the ship) and dynamite the sub wich is pretty easy at normal populated servers.
srry had some beers :drink:


(aaa3) #55

as i bumped up pretoria i must also do the same with this and warbell: i love it its looks beautiful… very original… almost all the et maps looks the same style but this! zomgbbq :rocker: