Minas Tirith FP3 goes public


(G0-Gerbil) #1

Sorry no tons of screenshots:)


http://www.pcgamemods.com/mod/16463.html <- 8.5 megs

The latest First Playable demo of Minas Tirith.

Updates in this map include:

  • Allies can no longer drop off the walls to get outside the city
  • Entirely new first level / outer wall / level 2 gate
  • The City Gate STARTS OPEN - Allies have 30 seconds to let them get outside the city. Note it’s not open long enough for Axis to reach it and enter the city without blowing the gate.
  • Certain MG choke points have been altered to give Axis more of an advantage
  • Level 4 now has multiple routes to the gate
  • Level 4 Allied spawn now takes longer to get out of and Allies no longer have line of sight to the gate from spawn
  • Level 6 gate area now has more cover / options for defence

There are plenty of miscellaneous tweaks here and there, but the best change (IMO) are the level 1 and level 2 gate areas - while they still are not textured properly, they are properly fleshed out as far as buildings are concerned, and should give a clear idea of how I envisage the whole city once finished.

And now from the readme:

----------------------------------------------------------
- Wolfenstein: Enemy Territory Map - MML_MINASTIRITH_FP3 -
----------------------------------------------------------

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Installation instructions:
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First you should delete any other version of MML_MINASTIRITH in your
ETMAIN/ directory.
Then place MML_MINASTIRITH_FP3.PK3 in your Enemy Territory's
ETMAIN/ directory.

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Story:
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The Axis forces, in their desperate search for power to stop the
inevitable Allied onslaught, have been working on the ability to
travel in time.

The Allies, learning of these plans, create a force to storm and
capture the Axis laboratories where the research is being done.

Unfortunately, the Allies attack during a crucial experiment, and
the resulting fighting causes an uncontrollable surge in the
equipment, throwing everyone in the immediate area back in time!

Appearing six thousand years ago, in a history that was only
thought to be mythical, both sides now have a new battleground to
continue their war in.

Allies must defend Minas Tirith and prevent Axis from stealing
the Palantir, a device they could use to communicate with the
remnants of the Great Evil that onces plagued this land.

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Level info:
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This map is in FIRST PLAYABLE mode.
It is unfinished, the map layout and objectives are all
temporary.

Objectives are not marked properly in the limbo text, but Axis
must fight their way to the top of the city, then steal the
Palantir from the Tombs behind the city, and deliver it to the
entrance of the Great Hall.

To give me feedback, post at:
http://theburrow.neohosted.co.uk/forums/

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Objectives:
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AXIS:

1) Fight your way up the city, and take the Palantir to the Great
Hall.

ALLIES:

1) Prevent Axis taking over the city and capturing the Palantir.

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Change log:
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First playable 3:

- Level 1 detail fleshed out
- Level 2 gate area fleshed out
- Certain choke points elsewhere have more cover / alternative
    routes
- Allies can no longer get outside the city via dropping down the
    turrets. To make up for this...
- The main City Gate starts open. This allows Allies to rush
    outside but only for the first few respawns - after this the
    gate closes. It should NOT be possible for Axis to run straight
    to the gate and run inside while it's still open - I have timed
    it to ensure this is not possible
- More detail in the odd spot here and there (eg newer White Tower).

First playable 2:

- Allied spawn cock-up on start of round fixed. Sorry!
- Level 5 gate is now satchelable.
- Level 4 ammo / health racks moved further around.
- Final objective changed to be delivering the Palantir.
- Whenever Axis blows a gate, Allies get an immediate respawn at
    their next spawn locations, except for the City Gates - when
    this is blown, Allies get a single instant respawn in level
    1. This is to make sure Axis does meet some resistance in the
    first half of each level, and to make more of each level see
    action.

First playable:

- No changes, first public release.

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Playing instructions:
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To join a server playing this map:

1) Join as normal - ET will load the map up automatically
    (assuming you have installed it correctly).

To set up a server:

1) Load up ET in MP mode.
2) Choose 'Host Game'.
3) Find MML MINASTIRITH (FP3) in the list of SW / MP maps.
4) Set server options according to how you wish them to be.
5) Choose 'Accept'.

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Level technical info:
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Name:		MML_MINASTIRITH_FP3
Type:		MP / SW
Stage:		First playable
Revision:	3
Time taken:	16 months
Compile:	BSP -meta, -vis, -light -fast -samples 2

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Author info:
---------------------------------------

Author:		[MML]Gerbil / zero.Gerbil
Real name:	Barry Swan
Wolf WWW:	http://theburrow.neohosted.co.uk
Clan WWW:	http://www.zerogaming.co.uk
E-mail:		[email]gerbil@theburrow.co.uk[/email]

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Special thanks:
---------------------------------------

- Detoeni - who stepped in with a rather quick Palantir model for me.
- Everyone at my forums - for bearing with me on the long slow journey!
- Zum and SiliconSlick - for hosting my server and helping (along with
    their forum members) to bugfix.

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Copyright:
---------------------------------------

Consider everything in this file copyright - you may NOT use
any of it without express permission from myself.

(G0-Gerbil) #2

Oh and I find it amusing that Kamikazee just redid my headshot map - so I’ve got both my (and quite possibly ET’s) smallest and biggest ever maps in simultaneous release :smiley:


(FireFly) #3

I played the previous version several times on different servers and I loved it. I’m still amazed how you managed to keep the fps so high on such a big and open map.I’m looking forward playing this 3th version, good job


(mrfin) #4

great map - great fun too

base jumping without a chute just has to be done here


(Shazam) #5

Gerbil, your forum is out ? topic empty …

( http://theburrow.neohosted.co.uk/ )


(Floris) #6

I dont get it… How can you have 3 different First Playable’s? xD

Otherwise, I love ur Lord of the Rings maps, and I’ll see if I can get it on my clanserver :]


(Jaquboss) #7

rofl thats certainly funny 3 first playables :]


(Northerner) #8

map is now mirrored @ RTCWFILES


(kamikazee) #9

Hmmm… Then it should be “Third Playable” (TP).

Or maybe he needs to call it “Just playable’s”?
Then you’d get JP3. (Abbreviation sounds good)


(G0-Gerbil) #10

rofl thats certainly funny 3 first playables :]
Yeah yeah OK I didn’t really think it through :slight_smile:
Rather than first playable, second playable, I think of it merely as FP (hence FP1, FP2 etc), and FP to me is a ‘stage’, like alpha or beta.
Since Beta = minor tweaks for gameplay only, and Alpha = major map changes, first playable is everything up to Alpha - in other words Minas Tirith will enter Alpha stage when the whole layout is roughly how I envisage it (the logic being alpha is revision of this layout, not creating anything entirely new).
Obviously much of the city is merely blocked out rather than having proper (albeit low detail and / or untextured) ‘routes’, hence it’ll be FP for the foreseeable future.
EG the first level gameplay area is ‘alpha’, but the rest of the map is not (I’ll sort out outside next time I think since I reckon Axis may have a pretty hard time of it as it stands).

As for my forums - they got hacked again, so rather than laboriously try to recover it all, I simply wiped it all, and installed the latest forum software (should be more secure). I did however save all the user accounts and PMs, and I have all the mail contents themselves backed up on my computer, so I’ll be re-adding relevant posts soon, and I do keep track of all the feedback and ideas people have posted there I assure you :smiley:

[edit] Thanks Northerner :slight_smile:


(fn0000rd) #11

I’ve got the map (along with Helm’s Deep) running on a server at 128.36.235.11:27960

It’s huge, and really needs a lot of players, so come join and hang out if you’re the first one there…

DemRaketemensch


(molotov) #12

Somebody hate this map becuse its too long (60 min. mission time) and if the teams are unbalanced could be boring the game if the axis team cant blow the next gate.
This maptime fix could be a solution for that problem:

changes/fixes.

  • the starting maptime is 25 min. and after a gate will be blow by the axis team the mission time will be extend +5min. So the total maptime wont change (25min+(7gate*5min))=60min but possible the map will be end before 60 min if the teams are unbalanced.
  • respawn time 15-30sec insted of the original 20-35sec
  • flags are not recaptureble by allies team

plus

  • level 5 gate’s construction crates are removed so allies team can’t reconstruct the gate (idea by Lynxx of bunker.aaxxss.com)
  • voice annunces for new/lost spawn places

Download: http://rapidshare.com/files/145220477/mml_minastirith_fp3_timefix.zip.html


(Moedervlekje) #13

I like molotov’s ideas alot, and… Very nice map :slight_smile: