Map: The Calculus b1


(zl1corvette) #1

This is my second ET map, I’ve been working on it for 3 maybe 4 months on and off. (I work slow) Comments are always appreciated. I haven’t had much play time on the map yet so I can’t say for sure how it plays, I think the offensive does have an advantage though.

http://www.pcgamemods.com/9669/

Objectives

Allies

-Escort the train to the flatcar with the paitings, then get the train back to the truck
-Use the track switch to get the train on the right track and to the paintings
-Steal the manifest of stolen paintings from the big building and get it to the truck
Axis

-stop the Allies :slight_smile:

Screens


(blushing_bride) #2

looks very nice. does the aeroplane in the second shot do anything?


(zl1corvette) #3

Originally I had plane some action for the plane, but things turned out differently. It just flies by every now and then. You can blow it up though :smiley:


(Matt-J) #4

“YOu can Blow it Up though”

thats all i wanted to hear :smiley:


(CrazyGuy) #5

Shouldn’t the Axis be the ones…stealing the paintings?
They are the ones that invaded Europe.


(zl1corvette) #6

I probably should’ve posted the story…

The Germans have been looting the French since they occupied it. Recently a large number of paintings were stolen and taken to a location along the French border. These paintings are more valuable than gold, this is not something the Allies want in the hands of the Nazis. An Allied strike team is going to raid the location were the paintings are being kept, they will try to secure a manifest of all the stolen paintings and some paintings themselves.


(nUllSkillZ) #7

I’ve had a quick run through.

The track swith should be on “pass through” by default at start of the map.
Saves the allies to switch the track one time.

There should be some “track ending” (don’t know the english term) at the end of the track.
As it is at the carriage with the paintings.


(Brevik) #8

I’ve had a quick run through too and I like it, it probably needs a bit more detail in there (that was one of the first criticisms/suggestions aimed at the alpha version of Braundorf btw), but I like the different objectives (you can imagine being the guy who pinched the manifest and drove the train back to be the hero). It’s simple and effective.

A few minor observations (I only had a quick run through as allies so I didn’t notice everything) - all can be ignored as you see fit:

  • the wheels on the train don’t always seem to follow the tracks - I’ve never attempted to do the whole moving vehicle thing so I can only imagine how difficult getting that right would be

  • Nullskillz is right about the track switch - getting the train past that point would be a minor objective in itself, it would be soul destroying to get it all the way there, run upstairs, move the track switch, and then run down to find the axis had run the train all the way back - especially as it does seem a good distance from the allied spawn to the objective.

  • I don’t know if you could do much about this, but the terrain (particularly the hillside/cliff faces) felt a bit smooth and flat in places - it might not be a problem (it might just be me being picky) - Maybe some rocky textures mixed in there would help.

  • no sparklies or HOM effects that I could see, that’s always a good sign. :slight_smile:

Have you had it tested much? Having a “tame” clan to test things is always a great help.


(zl1corvette) #9

The track swith should be on “pass through” by default at start of the map.
Saves the allies to switch the track one time.

Yeah, I couldn’t decide how this should be set at the maps start, but seeing how either team can switch it, it is probably not a huge deal. I think having it set to straight is probably a good idea though, that way the axis have something to do when the map starts.

the wheels on the train don’t always seem to follow the tracks

Yeap, I had a bunch of trouble with this, believe it or not it’s about 10 times better then it was. If anybody nows a good way to fix this tell me.

Nullskillz is right about the track switch - getting the train past that point would be a minor objective in itself, it would be soul destroying to get it all the way there, run upstairs, move the track switch, and then run down to find the axis had run the train all the way back - especially as it does seem a good distance from the allied spawn to the objective.

The axis can’t move the train back, so I am kind of confused, perhaps you could explain more?

About the detail, yeah I know there’s a ton more I could add, escpecially iin certain area which are completely devoid of any :D. I also thought some of my steep walls could use some rock textures, trouble is I haven’t learned a whole lot about doing custom blending and stuff, I’ll see what I can do.


(Brevik) #10

Yeah, that just goes to further show that “assumption is the mother of all *** ups”, only having had a quick run through the map I just assumed that the axis could drive the train back a la Railgun (didn’t help that I’d just played a clanbase game on Railgun too…) - as they can’t there’s no real problem then.


(Erus Nauction) #11

map to me has a major choke point where both of the obj’s meet. had this map on sever 2 nights and the allies team bitches about the arty spamming of the 2 hill ways to the obj’s and usually by time the allies get in sight of the obj area, the whoel axis team is spawned and flooding it. possibly another way into the manifest room, that room is so easily camped.

the crampness of the obj area is all i and my server’s players dislike, other than that great map.