Marrakech Streets - By Night


(Avoc) #21

[QUOTE=Igloo;176678]Your wrong. Lighting should always be quite optimal in the map. If it’s much darker/brighter players will have to change some graphic commands to see through the map correctly. You have got the compiling commands from DC9 so what’s the problem? :slight_smile:

Greetings,
Igloo[/QUOTE]

Precisly, there are no problems!
I even turned down my ambience more than DC9 had, plus I’ve added more light entities at lower values.
The sky is the same nightsky as goldrush just with different textures, nothing else has been edited.
So I dont quite understand where you’re getting the too bright thing, unless you are running at gamma +2, in which case, yes, the map will be too bright. But if you take a look at the screens, and tell me that it looks too bright, then I don’t quite understand that.

Edit:
The map is now also playable at {Tibet} clanservers: 217.163.26.21:27960


(molotov) #22

first the map is playable on our server too (40 slot)
So thx your work Avoc!

But we also dont like the tank thing so we tryed out use with the old et_mor2 script and it worked without any problem :slight_smile:

And about the escorting the tank for the allies: the standar map spawn time at the start is 20-20 sec for both team, after the main gate was blown is 15 sec for axis(!) and 20 sec for allies. We use 15 sec for allies and 25 sec for axis and its perfect. So if u think something hard for one team dont modify the full map, modify the spawntime. :wink:


(Avoc) #23

[QUOTE=molotov;176689]first the map is playable on our server too (40 slot)
So thx your work Avoc!

But we also dont like the tank thing so we tryed out use with the old et_mor2 script and it worked without any problem :slight_smile:

And about the escorting the tank for the allies: the standar map spawn time at the start is 20-20 sec for both team, after the main gate was blown is 15 sec for axis(!) and 20 sec for allies. We use 15 sec for allies and 25 sec for axis and its perfect. So if u think something hard for one team dont modify the full map, modify the spawntime. ;)[/QUOTE]

Of course, the spawntimes is the most natural thing to edit when you wish the re-balance the difficulty of the map :stuck_out_tongue:
But when I was editting the map, I didnt just want to make it night and leave it at that, but also add some other stuff aswell.


(rambo13) #24

avoc do u have xfire, if u do pm it to me


(shagileo) #25

judging by those screenshots, that’s a hell of a map !

looks pretty smooth and very cosy too me. perhaps we’ll put it in our mapcycle aswell

great job! :slight_smile:


(Avoc) #26

Sorry, I dont have Xfire, but I do have msn. If you have it, PM me, if you do not, well… write what you need in a PM :stuck_out_tongue:

@ shagileo

Thank you =)
Be sure to post the ip here if you decide to do so.


(Avoc) #27

The final version of marrakesh by night has been released.
I know you should never say “final” for a map, but I fear that adding more things would ruin the map, so I better just stop. =P

Anyways, a few things have been changed:

  1. The truck (the objective dropoff point) has been moved next to the tunnel exit. This is to make it easier for the axis to actually intercept the allies on their way back, by taking the backway. Furthermore another axis exit has been added.

  2. A few buildings have been retextured.

  3. The “neutral swing gate” construction (where both the allies and axis are able to construct a barbed wire) has now been changed into a “Neutral Barricade”. This means that when axis construct it, the usual barbwire barricade gets constructed. However, when the allies construct it, a wooden wall will block the axis from reaching the lab where the objectives are and they will have to take another route.

  1. An upper backway has been added. This area is great for the players who wish to sneak their way around. This has proven to be quite fun for the few who dare to do so, as they are effectively able to catch the axis by surprise.

There is another entrance to the lab now, however, in order to access it, the allies HAVE to destroy the main entrance in order to destroy the side door.

Leading up the stairs is a axis only door, which an undercover allied cov ops will be able to open. However, axis too would be able to use this way to get inside the lab without the risk of getting killed on the way.

Other more cosmetic changes have been made aswell;

The backdoor area has now become flooded:

You can download the map here:
http://www.yourfilehost.com/media.php?cat=other&file=et_mor2_night_final.pk3

Mirrors would be great!

Hope you enjoy! =)


(Avoc) #28

(picture could not fit the last post!)

Inside the caves a pipe has been damaged:


(IndyJones) #29

the sky is custom, right? if so, please add nopicmip to shader, because it look really awfull on lowest settings.


(molotov) #30

Give a http://rapidshare.com link or smthg pls, the dl just dont want start :frowning:


(IndyJones) #31

it starts for me, but is VEEEEEEERY slow. i recommend speedyshare.


(molotov) #32

yes it came down for me with 20 kbit/sec lol but its down .Testing started… :slight_smile:


(Magic) #33

Here you have some faster one :

et_mor2_night_final.pk3


(stealth6) #34

wow looks cool


(shagileo) #35

Avoc and waterfalls … you just love 'em don’t you? :smiley:
By the looks of those screenshots, I have the feeling you ‘Breakout’-ed the map a bit (with those waterfalls ^^ ). That’s very cool!
Will give it a try.


(Avoc) #36

Whats a map without waterfalls? :stuck_out_tongue:

Yeah, I wanted to spice the map a bit more up since marrakech re-uses many textures and it can get a bit dull in the long run.

Thanks for the mirror Magic =)

The map is regulary running at “etpub.eft-clan.com” if you wish to give it a try!


(Fluffy_gIMp) #37

hmmm missed this one when it was originally posted, looks great nice work!