MLB Bergheim beta release


(Marko) #1

A public beta version of MLB Bergheim is finally released to public. The main purpose of this release is to test the map balance since a new spawn has been added in the town of Bergheim for Axis forces.



the pk3 and readme file can be downloaded here :
http://markoweb.free.fr/downloads/et/mlb_bergheim_09.zip

Readme File

Installation:

extract the PK3 using WINZIP, or WINRAR into your
Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
Territory\etmain)
Run the game, and play.

Bergheim Beta - the making of:

Map, Script, Command map : Bob Le Roux (http://www.gamedesign-online.com/)

Detail Brushwork : Lowlife / Marko

Map Description:

The battle front is constantly advancing within german lands.

Allies have reached the small town of Bergheim that they need to take over in order to have an advanced
settlement. It’s a strategic position for the outcome of the war.

Note:

This map is at a BETA testing stage, meaning there is still quite a bit of work to do on the map to improve it.
Any ideas, suggestions, bug reporting are more than welcome on the www.gamedesign-online.com forums.

The main point we’d like to focus on with this public beta release is map balance. A new spawn has been added since
the last version of the map, hoping it will even it off a little.


(Erls) #2

Nice. We’ll try to get this map into our campaigns on the different servers shortly. Hopefully we’ll be getting some mroe feedback similar to what we got with Starbase for you.


(MrLego) #3

One missing texture.

When the allies capture the fortress flag, the flag changes to allied, but the command map icon stays axis.

Nice work again from MLB.
:drink:


(alex82) #4

@scripct
I have suggest/made two changes:

  1. fix
    Allies will auto spawn at the fortress if they capture the fortress flag

  2. mod
    If allies capture the Station flag axis still spawn at the City Hall.
    Because the 2 spawn point are at different places this mod provide more action in the city and maybe extend a little the mission time.
    I have tested with 32-32 omnibot and there was no problem with the spawn (nobody was spawn at the enemy spawn).
    After the gate will be destroyed the axis team will spawn in fortress (and from this point continue the original script…).

I will send to Marko and if he say Ok, i or he will put online the file.

@map
I have here also two suggestions.

  • The “Inn” spawnfalg dont work for me and with the “2.” mod i think not nessesary on the map

  • new fortress gate place (without teamdoor, maybe ladder on the other side, see the “2.mod” also)
    preventing destroying the game if less ppl are on the server or hiperactive covert are on the server (dont forget on many server allowed the adre for all class or simple the axis team bad).

The new place and without teamdoor prevent also a little bug if allies capture the flag without they own the Station and axis recepture the flag the Station spawn point will be visible (Allies can’t spawn there only visible.).

Summa: the 2nd half of the map will be usable only for the axis team (if they choice there the spawnpoint) until the allies team destroyed the gate. If an axis spawn there -making the CP - he can use on the other side a ladder (to go over the wall and jump down with -25 hp) to go back to the city. Or /kill :slight_smile:

Lol sorry for the pic, i have not home uberpro grafik program, but i think understandable what i want. :evil:

Other thing is perfect


@MrLego

  • the missing texture is eriks_portal.jpg (lol i was think i put my photo there)
  • both flag are there if you go over with your mouse (in limbo), but becuse they are to close you see only one.


@for every one
On the second half of the map both team make attack and deffend depending which team has the fortress flag.


(Erls) #5

As I posted on the Bunker forums where you quoted yourself, take yoru crap somewhere else. You seem like a decent guy, so please do not attempt to hijack maps from other mappers. Bunker will not support a hijacked copy of a map, so please do not put your useless dribble on our forums. Also, to date, MLB has not yet made a map which has not been of the highest quality and playability. Daybreak, Hotchkiss, Bayraid, Egypt, all of their maps are outstanding. Why don’t you let the professionals, as Marko, Lowlife, and Bob le Roux are as good as, if not better than, the professionals, design, build, and complete their own maps. If you want a map a certain way, build it yourself from scratch.


(alex82) #6

And that was my anserw:
lol? my english is not good but i think i not wrote about any hijack, i only wrote here my public feedback which was send to Marko also.
if he will reply he will say yes or no and only in this case will public the mod, i wroted also.
And only wrote on Bunker forum, where i was playing sometimes also because so maybe you (bunker team)can wait Marko’s anserw before put in the campaing the map. I only want tell that.

Ps.: beta and final maps need feedbacks


(Erls) #7

I agree that Beta’s need feedbacks. Howevere, in my opinion, feedback off of 1 couple games with omnibots does not suffice. The best sort of feedback is gathered through a week or two of playing, after talking to dozens of people and getting all of their thoughts, and then compiling it and forwarding it on to the mapper. The map just came out, and any impressions to date will be first impressions which generally will take in how it looks. Give it a week or two until people know the map, the objectives, and then you can start critiquing the map.


(alex82) #8

Nah, today i play with my ET friends in an lanpart with this map (14 fun-players)
I wrote this omnibot thing because i test at home the spawn settings with 32-32 players (omnibots).

Accept, maybe i wrote fast the feedback, but i think the first impressions are the best. But ofc if i have later other impressions i will wrote here also because this map also great for me!
Hope everythinkg is ok :fluffle:


(DerSaidin) #9

Nice work.

Theres a floating smoke emitter just outside the CP. It looks like its surpost to be comming out of a pipe, but that pipe is also floating.

Also looks like it could do with some hint brushes, and/or more structurals.

On the east side of the map, past the trains, maybe add some fences intead of just clipping it. Just makes more sense than an invisible barrier.

Roads are a nice effect, more divisions would make the textures smoother and nicer. As they are the lines of the dirtier path look too sharp or too strait.

You could probably find a nicer texture/shader for the water in that little pool thing in the first half of the map. The fountain in the fortress has nice looking water :slight_smile:

Also, I noticed a small bit of z-buffering near the health/ammo racks in the fortress (looking out from the racks, on the left of the door, near the floor).

Love the castle look, especialy that spire in the fortress part. Great work :smiley:


(Marko) #10

Thanks for all the feedback guys.

I think we’ll have quite a bit of bug fixing this week with the missing textures or Z fighting you guys found :slight_smile: I’ll also try to add barriers where the trains are to avoid having that invisible wall blocking players out, because I agree on the fact that it does look a little silly :evil:

Any feedback on how the map plays with a few players? That’s one of our biggest points of concern :oops:


([DS]-=Pencil=-) #11

Prison Downloadmirror


(RayBan) #12

just had a run-through, map looks real nice. i like the terrain textures.