[MAP] Warbell RELEASED - etpromapscript available!


(]UBC[ McNite) #1

Ohhhh YEA BABY… after having had a last playtest last night with some of the great =FBF= guys we decided that Warbell had gone gold… and thus several months of heavy mapping have come to a happy end… and now

Its time for the the Allies to save the world, to fight back evil Axis troops messing in the occult…
with full cast of caves, crypts, an old Abbey, and a dastardly occult ceremony…
its time to toll the

WARBELL

Story:
Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course.

Core facts:
Axis attacking
18 mins timelimit
spawntimes are 15s Axis, 20s Allies
multiple access routes to all objectives
gameplay honed towards fast and intense battle
gametypes: single map objective/ campaign, very suitable for stopwatch too
map design… check out the pictures below
loads of special effects
framerates will be constant 76 FPS everywhere for average computer systems (1.2GHz CPU/ 512mb RAM/ Ge4 TI4600 128mb gets at least 50 FPS in the bad areas)
nighttime setting but bright enough to see and kill the opponents

First stage:

  • gain access to the Guardhouse (2 access routes: caves and road)
  • maybe slip through the teamdoors with stolen uniforms
  • capture the flag or
  • destroy the Guardhouse Gate (secures forward spawn)

Second stage:

  • use dynomite to gain access to the Hidden Room
  • take the Book of Death from it’s glass case and
  • deliver it to the Altar in the sacrifice room of the Abbey
  • destroy the gates in the Abbey for faster access (2 dynamitable, 1 satchelable and one teamdoor, none of them rebuildable)
  • repair the Bell Mechanism in the Abbey
  • ring the Warbell (after you built the mechanism AND after you delivered the objective)
  • sacrifice three axis players to the Wargod in the Inner Sanctum
  • optional: forward spawn at a neutral command post

Tactical Overview

Gameplay and playerloads:
In 7 Playtests we had with up to 26 players Warbell provided us with an amazingly captivating gameflow, and real fun games.
The stages are defendable, but with a balance that allows attackers to overcome the defense in some waves.
Its plays very good with 10-18 players, and becomes happy large-scale fraggin with 20 and more players. No idea what the maximum playerloads are but at some point it will be just one massive frag fest.

Download & hosting servers
Get the mapfile with etpro-cm-shaders and readme here

You can play the map on our server:
IP: 194.105.135.3:27960 - ]UBC[ |TheRiver| 6maps
location: UK
slots: 18+2
We are running 2 special Warbell-campaigns for the next few days with Warbell and a few other good maps.

I think there is one question every mapper asks himself when starting a new project:

Why another map?
Simple answer: 2 maps to learn mapping, the third to have fun.
Warbell originated from the idea to create a map that s not just a map, but an impressive piece of map Artwork combining intense, captivating gameplay, nice atmosphere and a good laugh.
It is also an hommage to the RtCW single player, and the custom SP mission timegate for RtCW.

But look for yourself… here come the pictures!

View towards the Guardhouse

Backside of the Guardhouse, in the 2nd stage (nice foam carnage) :sunglasses:

The Caves that lead towards the Guardhouse and from the Guardhouse to the Graveyard

Guardhouse and Guardhouse stairs - either get up here for the flag, or destroy the Guardhouse Gate

Hidden Room in the Guardhouse - here the Book of Death was locked away (book by EB, painting by Kach–>)

View at the old Abbey

View at the old Abbey with Crypt Gate from the Graveyard

View at the Belltower with the Warbell (thx EB!), you can see the Warbell Mechanism at the platform

Abbey Main Hall looking towards the entrance room of the Inner Sanctum

In the crypts… here be MONSTERS (no kidding) (and they eat players too)

Abbey Church where the monks prayed that guarded the evil site for centuries

Inner Sanctum and Bellrope on the first level - go here to toll the Warbell:

Inner Sanctum and Altar - Axis need to put the Book of Death here to open the Sacrifice Portals:

Inner Sanctum and Sacrifice Portals - the Wargood is already awaiting a Sacrifice (orange portal) and Allies try to keep Axis away from the portal:

Inner Sanctum and Sacrifices - one Axis player just made it into the portal sacrificing himself to the Wargod:

General info, Credits, Thanks

>>> About the map

Map: Warbell
pk3: warbell.pk3
mapped by ]UBC[ McNite & ]UBC[ Kach–>
first day of mapping: sometime in the fall of 2005
All credits for leveldesign and objectives go to ]UBC[ McNite!
day of release: July 18th 2006

>>> credit for models

excellent Book of Death and Warbell model by EB
awesome DT Opelblitz model by Detoeni

>>> credit for paintings

2 original paintings in the map by ]UBC[ Kach–> (more paintings viewable at www.warrenkachmar.ca)

wb_p/wb_rubens1 // Pieter Paul Rubens (1619) Christ on the Cross between 2 Thieves
wb_p/wb_rubens2 // Pieter Paul Rubens (1632) Last Supper
wb_sfx/prayinghint // Albrecht Dürer: praying hands
wb_p/wb_stmartin // unknown Hungarian master, app. 1490: St Martin and the Beggar
St. Martin is the Saint for the soldiers. Find more info about him here.

>>> credit for waterworks & shaders

real cool watershaders and river created by carnage
initial help with alphablend shaders by: Der’Saidin

>>> credit for textures and sounds

wb_z: all textures from RtCW except cryptwall_01a.jpg, cathedrale_c06dm_wb.jpg
wb_sfx/c_flameX.tga: from RtCW
wb_b/window4: all versions are reworks of a RtCW window
wb_sfx: g1 - g13, glow, bd1 - 13 by EB (they are all used on the open book)
for detailed credits on the sounds check the warbellsounds.txt

>>> Thanks

McNite:
my clan for tons of good times playing ET and TheRiverIIRedux
Kach–> for mapping with me
$taTiK for feedback on gameplay and design whenever i needed some

Kach–>:
McNite for teaching me about mapping and allowing me to participate in the process
Everyone that took the time and energy to help test and provide feedback during development of Warbell

>>> Help with mapping and the whole mess:

Der’Saidin for lots of discussion on gameplay and objectives
all the helpful ppl that answered my posts here at SD forum

>>> playtesting and feedback

a HUGE credit for all the playtesting goes to the clans
[]UBCM8D=FBF=-=B|D=-

the coordinators in particular:
M8D DrStock, =FBF= Pax, -=B|D=- Schlauch and -=B|D=- Welshboy

also special thanks to the M8Ds for providing us with a special Warbell playtest TS-channel
and our serverprovider Digitalservers.co.uk for allowing us playerloads far beyond the rented slots for all the playtests

and all the players who participated in one or more of the 7 private playtests


(kamikazee) #2

I don’t think I need to add comments anymore because this is one awesome map… Gonna give it yet another try later. :smiley:


(Pytox) #3

Yeay, its finally released :slight_smile: the command map changed a lot after private playtest :stuck_out_tongue:


(Jaquboss) #4

gonna try :stuck_out_tongue:


(Sauron|EFG) #5

Looks really nice although screenies are a bit dark, will check it out later. :slight_smile:

(Interview with the mappers, for those who are interrested.)


(kamikazee) #6

I found a little caulk bug. It can be spotted at the bell mechanism and it’s at the edge of the bell tower and the roof. Just look facing the crypts exit and you should see it.


(Jaquboss) #7

Very nice map
BUGS: can’t get into ammo storage room or what is it
screen: http://img.photobucket.com/albums/v690/jaquboss/warbell.jpg
decals conflict with shadows ( nothing really bad )
windows are pretty dummy ( there is solid wall on other side )

tip: it needs zombie NPCs in crypt :stuck_out_tongue:


(]UBC[ McNite) #8

BUGS: can’t get into ammo storage room or what is it

Nice… its the clip that obviously didn’t get into the entity of the door. Well there s nothing there anyways.


(Magic) #9

Congrats with a great map - one of a kind.
This map delivers a good atmosphere and a cool objectiv.
Will visit your server real soon.
Good work.


(=SC=Beef) #10

Added to our server

noticed a caulk thingy too
here- -> http://servers.silent-clan.com/beef/warbell.jpg
Also the pit of death in the cave, i jumped on in and survived. didnt die till i moved quite a bit.


(mortis) #11

good job…

I have mirrored the map here


(Northerner) #12

great looking screenshots bud, cant wait to try the map out!

here is a download mirror for ya!


(carnage) #13

congrats. great map have a :drink:

cant wait to get out and play this on public servers for real now


(=SC=Beef) #14

map is going down a storm.

only negative comment was ppl couldnt find the book (untill i showed them) i guess its nowthing you pick up as you play


(DWM|Commando) #15

wow, beautifully done. nice details, good design, i spent nearly 8 minutes looking around in it in spec mode. and tahts alot for me anyway. So nice work, very well done.


(DerSaidin) #16

Awesome work, great map.

I for one am trying to get McNite and Kach to make a _te, as I suspect the current version might be a tiny bit too long for SW (but suited perfectly for cmp :D).


(kamikazee) #17

Tried it with 6vs6 and 3vs3 yet?

The map now has a timelimit of 18 minutes, and a TE version mostly aims for 10-15 minutes. We played it 7vs7 at least, and iirc the 18 minutes timelimit was rarely hit.
It would be interesting to see a few clans try their best on this map, and see how it turns out. Maybe they can allways beat the timelimit in less than 18 minutes? (In that case, the only change is the timelimit in the script.)


(]UBC[ McNite) #18

Thanks for the uploads, and nice work with all the screenies Northerner!

Bugreport so far (damn i hate this):
the iron door got clipped by accident, but you only find out if u r hiding from the fighting :smiley:
caulk bug at Belltower… no idea how this happened, i did adjust something in that area but not on that brush, and after the compile i had a broken brush all through the map… must ve happened together with that
death pit in cave: that happened to me too, but its correctly mapped… you fall down onto a cushion brush,and there s a trigger_multiple all over the pit bottom that triggers the sound and trigger hurt… very weird
script bug: wrong message comes up when axis repair the mechanism after the bell has been tolled already… its only messages and by then ppl should be sacrificing already anyways…

Here s a link to a German forum with the release info in German

Jaqueboss u ll be recruited for the next version to do the NPCs :smiley:

@ Kami: that s what I told Der’Saidin too… they really should play it a bit first. We only hit the timelimit when teams were uneven or players didn’t know the map yet.


(ewarwoowar) #19

Fantastic map, we have it running on our server at the moment. Didnt have a fantastic nights sleep tho due to some unexpected noises :slight_smile: good work fella.


(the-vampir) #20

Really nice map!
I ask some friends with server to upload it :slight_smile: