Just wanted to inform about it. That bug is very minor in my opinion too.
[MAP] Warbell RELEASED - etpromapscript available!
McNite, further to my earlier answer (on the previous page), I have set up a thread which you can view here.
I am away paintballing today, but will pick up whatever actions need doing when I get back, Grey or bl!ng will sort anything out you might need sorting.
Now just have to resist shouting for a medic whenever I get shot today… :eek2:
a very nice map i think. did you make the terrain all in radiant ? i would like to know cause the caves look very cool and just fit perfectly with the hills.
I’ve also noticed that when allies destroy the bell thing after the axis have delivered the book and then it is repaired again the wm_announce promts axis that they still have to deliver the book.
For all the ppl who report bugs, plz check my bug-report on the first page of this thread. All bugs known so far (4 of them) are in there, including the scripting but chr1s noticed.
All these bugs are seriously minor, and although I m really annoyed about the caulk glitch at the belltower, they and don’t justify a new version.
CyburK: Yes all the terrain and caves have been made manually in radiant, EasyGen wasn’t involved at all.
First step was creating everything as a box-map with only square brushes that also represent the structural structure. After that the structurals got covered with terrain. The terrain detail brushes going down into the caves were cut off to empty the caves. Then I did the cave-floors and ceiling in the same way as the terrain, and after that the walls a bit more free already.
Clipping, vertex- and edge-editing and brush-cleanup were my best friends for quite some time. If you have a look at the terrain with r_showtris you will notice how my terrain-style changed and improved. The road and terrain parts from waterfall to Axis first spawn were made last and are done a lot more “free” from the triangle-style you know from EasyGen.
The caves represent a pretty creative way to work with brushes, and took me a bit to work out a way to do them fast, especially the huge column and the corners that go into the room. The caveentrances are the most evolved results of that technique.
Bravo: Sorry but we r searching for clans that are experienced with 6on6 and play competition. It was just a question so far.
Ah, that was the caulk bug I was talking about earlier… I was just too lazy to post a screenshot. 
[quote=]UBC[ McNite]Axeman, can you plz post a link to that forum? I d like to read the review.
Bravo: Do you guys play 6on6? We are searching for clans that have experience in 6on6 on a competitive level for testing Warbell for competition. There might be a TE version coming from this, if we find out it needs changes in the map itself. Warbell is in the mappool for the summercup at xfire.be, and will be tested to tweak the config for that event, and maybe have it in other leagues after that.[/quote]
GameArena ET (6v6 ofc) teams Klam UB3r and Illusion will be playing Warbell on Sunday night AEST. We’ll let you know our thoughts on the map.
Sounds very cool Rogue. Which time? Will there be a shoutcast and ETTV?
Plz have someone record demos like I did in the ESL.ET showmatch.
Just a short notice: Warbell also made it into the mappool of the ESL International Premiership Series Qualifier Cups of ET for Europe.
Since the teams are obliged to play the maps selected, there sure will be some very interesting matches on Warbell.
Yeah, great map… like all maps you did, McNite 
Played it on localhost, but saw a match 6on6 that were played on GamesTV.org (Warbell i mean), so n1 
Hi guys,
here come 2 etpromapscripts for Warbell for you server admins to modify Warbell if you like to. They are aimed at improving gameplay for simple public (mapscript II) and high skill servers (mapscript I).
Mapscript I
- restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
- sets allied spawntime to 25s instead of 20s giving the attackers another 5s of travel time advantage
- makes the bellmechanism buildable with 1 engie chargebar (instead of 1.5), which makes the construction a lot faster
- removes the wait at the mapend: map is won right after the 3rd sacrifice (Der’Saidin from GA league from downunder suggested this)
Mapscript II
- restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
- adds an ammocrate at the command post when its built by Axis
- features the original spawntimes (15/20)
With both mapscripts we also got rid of the message bug when Axis constructs the mechanism after Allies destroyed it AND the book had been delivered already.
So while mapscript I is aimed at servers that are more for highskill players or frequented by competition gamers, mapscript II is for servers that experienced that there was too much full holds because the belltower constructible was too easy to defend.
From our experience Warbell is almost never a full hold, it just calls for good teamplay by the attackers to get the belltower. Still releasing the mapscripts for all server admins won’t hurt.
If any admin wants just the ammo at the command post and no blocking of the roof room, let me know.
downloads
http://194.105.134.136/river/files/warbell_scriptfix_I.zip
http://194.105.134.136/river/files/warbell_scriptfix_II.zip
how to install
download the zip you want, unzip anywhere
rename the warbell_scriptfix_XX.script to warbell.script
upload to the folder etpro/etpromapscripts
you need to enable etpromapscripts and set the folder in your etconfig.cfg of etpro


And, yea i know barrels look out of place, but they were the most applicable model in ET for that job.
You could try to convert brushwork to a model.
And then use this model instead of the barrels.
Or you could try to use a func_fakebrush which would just generate one wall. (Battery’s backdoor has been replaced with a dynamitable one trough this nifty feature.)
That way, it will look similar to the hidden room when it’s not blown open.
You can’t make func_fakebrushes look opaque though, that s the reason for the models. There is a func_fakebrush closing off that room, but players bumping against nothingness doesn’t really work, so I needed something visible.
hmm a bit weird
also you maybe should use diffirent contents
to clip players use 65536 + 128 ( missiles )
and ammo stand trigger might use trigger contents ( 1073741824 )
Warbell gives me alot of z-fighting. Some could be removed by adjusting geometry slightly resp. caulking hidden surfaces.
Provide screenshots plz? Because I havent really found obvious z-fighting bugs so far. Anyways they will never be the reason for any new release since they don’t affect gameplay at all.
Any wishes on changes for the etpro scripts?
One thing I thought of was to force the command post spawn after the bell has been rung… but on the other hand that would be unfair to allies in case they can get the cp back.
And forcing it would also make cave attacks harder than if you could spawn at back at that middle building