[MAP] Thud in the Sand


(WuTangH) #1

This is the 1st released playable version.
The map is situated in small egypt-style town, and ends up in underground axis bunkers.

Objectives:
Allies:
Primary: Steal the Dynamite and deliver it to the Truck.
Primary: Escort the Truck and Destroy City gate.
Primary: Destroy Tunnels Gate to gain access into underground bunkers.
Primary: Use button in Control Cabin to move rockets out of Safe.
Primary: Steal Captains Key from his table and deliver it to the Safe to open it.
Primary: Steal the Case, Moneypack 1 and Moneypack 2, and deliver them to the green truck in Rich part of City.
Secondary: Destroy Hovel Wall to gain one more acess to Dynamite.

Axis:
Defend, defend, defend, go on a cig, and defend again.
Also feel free to build Truck barrier.

IMG 1 ----- IMG 2 ----- IMG3 ------ IMG4 ----- IMG5

IMG 6 ----- IMG 7 ----- IMG8 ------ IMG9 ----- IMG10

Download from DA
Download from Wolfenstein4ever
Download from Wolffiles
Download from TWT site

Download Waypoints

:slight_smile:


(KeMoN) #2

Congratulations on the release. It was really interesting to follow your development process and bringing a map all the way to a functioning release takes quite a lot.
I really like your atmosphere and especially the interior is nicely designed. I especially like where you cut from terrain to pavement and you have those loose tiles that are perfectly matching the texture. Another example would be the mesh fence in the cave to stop possible falling stones. Things like these significantly increase the development time, but imo they make the map so much more atmospheric, so good job!
I see it’s running on DA so maybe I’ll join for some gameplay testing in the coming days.

One general note: When you give your .pk3 a version (*_b1.pk3) then you also should give your .bsp the same version number! This makes future development and overview way easier.

Cheers and congratulations again


(Micha) #3

Looks nice so far. Are omnibot waypoints on the way?


(WuTangH) #4

Thanks for feedback guys… Ive played it already with 8v8 and for old PCs FPS wasnt as good as I imagined eh… but could be worse :smiley:

@Micha: Yes, my clanmate Lammert is working on it. :slight_smile: …but I dont know when it will be ready.


(twt_thunder) #5

mirror:


(macbeth) #6

other mirror http://enemyterritory-stuff.net/files/
just waiting for the waypoints
nice to see a new Et map again
thanks


(webDogster) #7

Just gave it a test on Wolffiles and its a belter WuTangH great looking map and fun to play be interesting to see how it pans out with a busier server with only the one way into the base!
All the very Best Dogster


(Loffy) #8

Always cool with new custom maps for W:ET. Good job!


(WuTangH) #9

Yo, Thanks all! :slight_smile:

Played it few times and the tunnel is idd a hard part for attackers, however allies still managed to do some objectives with help of smoke or panzer…
Anyway, I suggest that server admin increase axis respawn time until I release another version or a scriptfix…because I wont have much time to do it in upcoming weeks.


(Lammert) #10

[UJE]Niek already made a basic template for the bots.
It should be playable and nothing fancy
Download here
Can be that I will polish it with script etc (when I have time)


(macbeth) #11

[QUOTE=WuTangH;550336]Yo, Thanks all! :slight_smile:

Played it few times and the tunnel is idd a hard part for attackers, however allies still managed to do some objectives with help of smoke or panzer…
Anyway, I suggest that server admin increase axis respawn time until I release another version or a scriptfix…because I wont have much time to do it in upcoming weeks.[/QUOTE]

we added it today , really a nice map to play and yes the tunel is the hard part of the map :d

great job guys

here right to can increase the axis respawn times ?

game_manager
{
spawn
{
wait 200
wm_allied_respawntime 20
wm_axis_respawntime 20
wm_set_round_timelimit 30


(WuTangH) #12

Yup, there are no more spawntime scripts :wink:


(macbeth) #13

but for how much is the best to increase ? 25 ?


(WuTangH) #14

When I played as defender there were moments without allies at all, so maybe its better to make allied respawn smaller… Try something like this:

wm_allied_respawntime 16
wm_axis_respawntime 23


(macbeth) #15

oki will do that later today and will post the script
thanks Wuty


(-SSF-Sage) #16

This looks like a nice project! I like the environment and nice small ideas you got. Also the outside has it’s own special look that seems fresh and nice. Congratulations on the first release and best of luck to finishing the project! Thank you!


(macbeth) #17

for the next release please can you try to modyfy a lil

“the map looks very good apart from the very end which could be camped with only one exit from tunnel”

they played at web server and doggy thinks will be good


(macbeth) #18

http://enemyterritory-stuff.net/files/file/991-thud-in-the-sand-b_1-waypoints-script-respawn-times/

i added a script


(macbeth) #19

[QUOTE=Lammert;550376][UJE]Niek already made a basic template for the bots.
It should be playable and nothing fancy
Download here
Can be that I will polish it with script etc (when I have time)[/QUOTE]

a lil problem with the bots for this objective
Primary: Steal the case, moneypack 1 and moneypack 2 and deliver them to the green truck in the rich part of city.

first they move back here:


and a fps not so good for allies at the area of their first sapwn


(Mateos) #20

Congratulations! :slight_smile: