MAP: Saberpeak final + source files Download!!


(NOP) #1

You can download the final version of the map from themap homepage. Also the source files are now available for download. You are welcome to use them as prefabs in your own maps, but please read the notes on how to properly modify and use them so there are no naming conflicts between your map and mine.

I was hoping to release another beta version, as there are a lot more changes I wanted to make to this map, but I simply don’t have the time to work on it anymore, so I’m afraid this is it. Unless there is a significant problem reported with it I will not release another version. It should be fine however as I removed all the bugs reported during the beta testing and the changes made should balance the gamplay nicely.
There is one bug which I am aware of and could not remove, but it’s a minor thing and I’m sure it will not cause any significant problems. I’ve posted info on how to get around it on the website.

Thanks to everyone here at the forums who helped me with this map, and thanks to all the people who send me suggestions and reported bugs.

EDIT: To server admins:
Unlike in other maps, the gameplay on this map will suffer a lot by restrictions such as heavy weapons restrictions. In the beggining of the map especially the allies need a lot of panzer power to be able to withstand the bunker mg assault. Without them they will suffer quite a bit.
Also tweaking the spawntimes and making them equal for both teams will also hurt the allies a lot. Spawntimes are part of the gameplay strategy and tweaking them will give axis a huge advantage. I know people don’t like to wait 30 sec to spawn, but equal spawntimes will make it very hard for the allies to advance the boat, or just advance in general.
I will be surprised if the allies can ever win this map in a server with the above restrictions and tweaks.

And here’s the obligatory screenshot(more on the homepage. )


(faltytower) #2

Nice. Map plays much smoother.


(WolfWings) #3

And I’m sorely tempted to use this map to make a side-by-side comparison of non-linear blending (sharp and smooth, two and three layer) versus simple linear blending. =^.^=


(Oxygen - o2) #4

that water looks realistic :smiley: and so do some of them rocks :slight_smile: it rocks :slight_smile:

great map, plays alot smoother, farcry eat yer heart out :slight_smile:


(]UBC[ McNite) #5

Awesome graphics… i think i m going to quit mapping right now :bump: just a joke but that s really stunning (prbbly cuz i m a newb)
I have quite some water in my map too (2 rivers) but I need the surface to be non-transparent because players will need the diving as cover (which is a shame when I see your water…)


(NOP) #6

…guess what…there is
I’ve named both the beta version of the map and the final version saberpeak, which is causing some people that have the beta to get kicked off servers that host the final for failing the checksum.

Question is what is the minimum amount of work I have to do to get around this problem.

Meanwhile the download is offline till I sort this thing out. Apologies to everyone for the mess.


(WolfWings) #7

Rename the ‘final’ version as saberpeak_final, or et_saberpeak?

Wouldn’t even need a recompile, just renaming the .bsp file and associated other files should fix it.


(Chruker) #8

I remember the first time I played the beta edition. I could almost feel the sand between my toes :wink:

I also like the gunboat and submarine. Nice modelling.

The map just need a shark roaming the waters…


(NOP) #9

OK…renamed a bunch of stuff to saberpeak_final…hopefully that should do it. Download is back online.
Good thing I didn’t have to recompile, or it would’ve taken me a couple of days to get it ready again. The lightmaps straight from the compile have all kinds of “goodies” and artifacts in them so I have to clean them up in photoshop afterwards to remove all kinds of weird or discolored shadows, and that takes me at least a full day.

Sorry to make you download this thing again, hopefully this will be the last time


(WolfWings) #10

N/P. Any problems if I use that map as a base for building screenshots for my re-write of the non-linear blending tutorial Ratty_Redemption posted ages ago? Having some nice terrain to texture always makes the screenshots oh-so-much nicer than using crappy randomly-generated terrain. =^.^= Wouldn’t be releasing the actual map, just using it for screenshot-bait.


(NOP) #11

map and source files are all available for use by anyone for whatever purpose. You don’t need my permsion to use any of it (especially when you’re using it for tutorials, lessons or in general to help others)


(WolfWings) #12

Habit to ask first just to make sure authors know who’s doing what with their creations. =^.^=


(*BiO*Sphere) #13

On first inspection, this map has potential for competition, but numerous changes would be required before it could be considered. Boat speed, activation areas for MGs on boat, maybe some spawn tweaking (e.g. points at which spawns are secured), doesn’t appear on map list and needs to be called via console, etc

Would be a shame if no-one was able to make these changes because I like the look of this one. How easy would it be for someone else to do this ?


(NOP) #14

That’s strange…don’t know why that would happen because it shows up fine on my computer. It should show up as saberpeak not saberpeak_final by the way.

About the other things you pointed out:
The admin should be able to control the boat speed in etpro with a custom script(at least I was told you could). I think the command is b_moverscale.
Not sure what you mean when you’re talking about the mg activation areas on the boat. If you mean the fact that you can use it from anywhere in and around the boat, than I left that on purpose like that because i didn’t think it made that much of a difference. It can easily(relatively speaking) be changed to cover a smaller area though.
About the spawns… are you talking about the timings when spawns are secured or are you talking about the spawn locations not being secure.


(*BiO*Sphere) #15

Yeah it’s definitely not there. Not sure why.

It’s true that vehicle speed can be controled using moverscale - but I don’t know if it’s automatic or if it has to be built into the map.

MG activation areas - not sure how the design for this works, but you can be right next to the MGs and the action button doesn’t switch you to MG - I assume there’s an area you have to be in that’s part of the design. It’s a bit erratic - you can activate the upper one by being on the ground level of the boat but not by standing next to it sometimes.

About spawns, I’m refering to the point at which control of a spawn switches from Axis to Allied

tbh, these are only intial points in terms of making it a competition map and are based only on me running through it once on an empty server. It’s not a comprehensive list. don’t take this the wrong way - most maps are just completely unsuitable for competitive play and not even worth making a list for :slight_smile:


(bloodwire) #16

I have had this map on my server for a few days. But I am removing it now because it is causing a lot of troubles as it doesn’t follow naming conventions. To bad, because it is a nice map.


(Shazam) #17

So do i :frowning:


(NOP) #18

Do you have the latest version(with the files renamed to _final)? If so what problems are you having exactly


(Jackson) #19

Hey NOP. I’m heading up a map team and was wanting to know if you minded me hosting the source zip on my site. I’d like to be able to easily offer it for download to my team.


(NOP) #20

Yes can host if you want, although I don’t really see the difference between hosting the download and linking to it from my site. The main reason I’m a little reluctant is simply for consistency purposes…If I ever decide to change something in the map I would like to have only one version of the source out… but then again I doubt I will ever release another version of this map so I guess it’s fine.