Minas Tirith first playable :)


(M8DNephelim) #21

We have it in our campaign on: M8D International MEGA @ www.m8d.org 213.113.132.177:27961, 64 slots server.

The map is huge and i have had some very nice fighting! Really like the enviromental battlegrounds!
Though bigger distance for Allies to objectives might improve chances for Axis cause as it is now Axis got like zero chances to reach their objectives - it´s way to easy to defend as Allied.

Hope to see some improvement especially for the Axis offense in the next version, meanwhile I´ll continue to enjoy the map and try to beat my way to the top as Axis.


(Bearenstein) #22

Gerbil I’m an old skool player that hasn’t been playing for a while but i just want to know I love ur maps like MML_Church and MML_Helmsdeep. Anyway, will the axis(who i asume is attacking) start outside of The Wall with “Grond-Hammer Of The Underworld”(the fiery pig) or inside the walls?


(Zozz) #23

Nephelim is right about the allied spawn. Especially on the level 5 gate, it’s nearly impossible to get up there AND dynamite the gate since the allied spawn is a nade toss away from it.


(Matt-J) #24

I have to say with this map there are two sides to it, tehre is the omg its so huge it looks cool and really nice(btw it is really nice) and the other side, my god it takes a whole hour and there is only 1 way up and down, (and its a huge zigzag) SO my first problem is that there are not deteails, i do realize ho hard it is casue the fps would go through the ropof but there are no houses to hide in along the way or stuff like thtat. The secopnd problem is that there is no “back dorr” to get to the top for allied snipers or very sneaky axis. But on th otehr hand it is quite fun whn u have alot of ppl, (i love panzers) and like i said i have never seen a map this big and once u get to the top its really cool. So i dunno if u said it was completely finished and if not try to work on other passages and small buildigns to go along hte way. Still good job and keep it but, i liked it so much i was thinking of making my own minas tirith map (jsut more detailed) but that would take alot of time. Congrats!


(]UBC[ McNite) #25

I played the map 2 times on M8D server before they took it down again. Despite its size I actually think the map could work, but only for large public servers.

The feeling is very real like house-to-house-fighting, that s what I like a lot about it. I don’t think you get that kind of CQC where you have to use every corner for cover in any other map. If possible I d add a 3rd route along the levels (right now we most of the time got 2: down between the buildings and up on the wall). So the third would be on roofs that are close to the wall of the upper level. In some places there s already ladders on that side as well, and its cool you can jump from there to the wall… nice touch.
Drawbacks so far: the distances (as mentioned), is it possible to use forward capturable flags that are better do defend for the attacking team and actually hard to re-capture for the defenders? I guess there s a limit about the amount of spawns possible…
Then distances from defenders spawn to the objectives that have to be defended… I d suggest to place the spawns inside the “upper” level to give the defenders some way to walk to the objectives as well, somehow like this:

capturable flag 1 is allies first and gives axis a forward spawn (I d vote for non-recapturable), then allies fall back to flag 2 which makes fighting about objective kinda balanced with the travel distances and 2 different ways for defenders to get from upper level down to lower level
after fulfilling objective allies fall back to next flag up on that level and axis gets flag 2 (I d rather not let them spawn in the same room though but maybe 1-2 houses down towards the objective with exits protected from spam/camping


(G0-Gerbil) #26

Spawn locations will need a lot of work and these were thrown in very roughly indeed. I doubt they’ll match very closely in the next one.

But yes, I hit a techical limit with the number of command map flag spawn locations you can have - 16 (unsuprisingly). I actually had to delete 1 batch of Allied spawns to make the map run - Allies originally also started outside to give a bit of non-street fighting right at the beginning, but these had to go. I’ll be re-jigging the spawn locations anyway, and possibly playing with the idea that Allies can spawn at their current ‘fighting level’ spawn as well as the next level highest. Depends on how this works out for Allies spawn-camping from the level above :slight_smile:

Also, I’m working in a method ot prevent Axis getting so much of a ‘jump’ on the next level (it has been reported that Axis have actually won quickly due to leaving Allies behind entirely!) - when a gate is blown, Allies will temporarily get an ‘immediate respawn’ time (eg 5 seconds) so any dead Allies immediately respawn in the next location.

RE: the mid-level death traps, yup it’s a bugger. Originally the level 4 gate was satchelable to acknowledge the fact it was very near the Allied spawn, but unfortunately it had a bug that meant you could destroy it without actually triggering the script to move everyone up to the next level. With a script patch the only way I was able to fix it was to make it dynamitable, which is, yes, a complete pain, but suffice to say it won’t remain like this!

Also, there will be numerous other things, including more routes (plus more detail - framerates in the city themselves aren’t a problem, although don’t expect any framerate too radical from the beacon!), but also a means of enforcing that Axis move up the city (by a hopefully rather nice graphical effect that I’ll keep secret about for now until I’ve coded it in) so that play never stays locked on one level for too long. I don’t feel an hour is too long a time limit, but I do feel it’s too long to be stuck on one particular part of a map, hence why I’m be doing enforced progress (although Axis can’t just sit back and wait for it or they’ll lose). I am not in favour of extending level time at certain points of the map (eg Marko’s Temple) because I think it’s pointless building a huge level if you sometimes only get to see the very start of it, and it also negates from the ‘epic’ feel I’m aiming for in the map (well, all of the ME maps).

Anyway, now I’m back from hols I intend to work like crazy on my maps for at least the next couple of months so hopefully progress will be quicker than it has.

Thanks to all the feedback, both negative and positive, I appreciate it!


(Chruker) #27

Anyway, now I’m back from hols I intend to work like crazy on my maps for at least the next couple of months so hopefully progress will be quicker than it has.

Yahhhhhhhhhh. Looking forward to see some more.


(Chruker) #28

Anyway, now I’m back from hols I intend to work like crazy on my maps for at least the next couple of months so hopefully progress will be quicker than it has.

Yahhhhhhhhhh. Looking forward to see some more.