Map WIP: S&M is back with Greece setting!


(Mateos) #21

Any news? :rolleyes:


(-SSF-Sage) #22

Thanks for your interrest! I am glad to see some.

Unfortunately the interior details of the palace never arrived and I had not enough time. :frowning: Waiting for time to appear.


(wh_te) #23

Looks great.


(Micha) #24

Nice looking map :slight_smile:


(Pegazus) #25

The hold up was indeed due to the lack of interior design work done by me. I will not give any promises but I hope to get some work done the next week as I have more free time.


(-SSF-Sage) #26

Hey!

I just stopped by to inform you that we have gone through with this and have just started doing private testing. :slight_smile:


(Mateos) #27

Nice news, thanks for the heads up! :smiley:


(Teuthis) #28

Yes, nice Looking Map you Guys are Working on. Blending Looks very good. Also the style Looks very nice.


(-SSF-Sage) #29

Thanks guys!

We got new objectives.

Objectives:

Axis:
	1] Escort the SdKfz 234
	2] Breach the Palace Gates
	3] Steal the Emperor's Chalice
	4] Steal the Achilles' Sword
	5] Steal the King's Crown
	6] Escape with the SdKfz 234

Allies:
	1] Stop them from escorting the Vehicle
	2] Defend the Palace Gates from being breached
	3] Stop them from stealing the Emperor's Chalice
	4] Stop them from stealing the Achilles' Sword
	5] Stop them from stealing the the King's Crown
	6] Stop them from escaping with the Vehicle

Here is a couple updated screenies. :slight_smile:


(twt_thunder) #30

screenies looks awesome! Great work dudes!


(Tardis) #31

Looking good - I would link to make a small suggestion that you make the red brick on the house’s more life like -


(beN.) #32

[QUOTE=Tardis;530058]Looking good - I would link to make a small suggestion that you make the red brick on the house’s more life like -
[/QUOTE]

Any chance to use this map on Hide&Seek already? It looks amazing on the pictures and since it’s HNS, we don’t need any functional objectives :slight_smile:


(beN.) #33

Any chance on receiving the private beta? We would like to run this map on Hide&Seek, so we don’t need functional objectives. It looks amazing on the pictures!
Thanks for considering!

Edit: found a_kerkyra_fp4 on other site :slight_smile:


(-SSF-Sage) #34

The FP4 version is almost identical to the upcoming beta 1 release version. Everything is fully functional and in place. We are planning to release this within a month.

This map has no LMS mode currently, but if you wish, I might make you a LMS version with objectives removed. Please tell me what else is needed.


(beN.) #35

We run indeed in LMS mode, we noticed we are randomly killed at certain points, very weird :). Are these things fixeable by scripts? We usually script out dynamiteable gates ourselves, but we’re not sure how to handle these random killings, maybe this could be removed in the lms script? Thanks for your reply!

There are quite some graphical glitches, are you aware?


(-SSF-Sage) #36

[QUOTE=beN.;560451]We run indeed in LMS mode, we noticed we are randomly killed at certain points, very weird :). Are these things fixeable by scripts? We usually script out dynamiteable gates ourselves, but we’re not sure how to handle these random killings, maybe this could be removed in the lms script? Thanks for your reply!

There are quite some graphical glitches, are you aware?[/QUOTE]

It is quite funny that I never really thought people play LMS so I never tried it.

Killing. Maybe these are the spots where tank shoots near the Palace gates (palace_wall_hurt and palace_gate_hurt)? Maybe if you copy the kerkyra.script file and rename it kerkyra_lms.script it may fix it now.

GFX glitches. If you mean grass growing inside wall, yes, only fix is remove almost all grass. Other glitches I am not aware of.


(Mateos) #37

It’s simply a copy of the script where you use the keyword remove in all objectives spawn directive :slight_smile: See the vanilla ones


(beN.) #38


This is a bigger gfx issue than grass inside the wall (which we haven’t noticed :slight_smile: )

I’ll take a look into the script right away

Indeed, running the script _lms fixes the random killing, awesome!


(Mateos) #39

It’s like important script stuff were removed but the tank parts and smoke weren’t set invisible/removed

Are these parts solid or not?


(beN.) #40

There is a solid part on the ground where it should be, but the visible elements are not clipped. But you’re right, this tank we can probably set invisible in the script :slight_smile:

Edit: I’m an idiot!!! It was solved by having the _lms script, i forgot to check after applying the script!