MML Helmsdeep (A2) released!


(Chruker) #41

Regarding the spawning in the throne room

The other day when I joined the server this map was running. The tank had arrived and after selecting axis, I spawned in the throne room. I checked the command map and saw an axis flag for the south valley spawn. The command post was also build. I didn’t start to record a demo.

Sadly, because the next many times axis spawned under the tower. When this happended I tried checking the south valley spawn, to see if there was a flag to capture - but there wasn’t. I assume that the flagpole is suppose to dissapear. The command post was build. I also stood in the throne room, when people was suppose to spawn there, but no one did. Instead they came running from the outside.

The strange thing was, that after a while the axis began to spawn in the throne room again.


(Chruker) #42

Hi again

I just recorded a demo where I tried recreating the throne room spawn thingy. You can download it here:
http://junk.chruker.dk/files/screenshots/enemy_territory/mml_helmsdeep_a2_demo_01.zip
I recorded the demo at different timescale values, but I hope that doesn’t affect the replay of it.

I first tried if blowing the wall after the tank has finished its run and the command post was build, but that only changed the spawn from the throne room to the south valley.
I then switched to allies and satcheled the command post.
When I switched back to axis, I still spawned in the throne room.
I then rebuild the command post and now spawned under the tower.

I just looked at the script and you disable the throneroom spawn in both the command post death routine, and in the disablecpspawns. So the spawn entities are triggered twice.


(G0-Gerbil) #43

Thanks for the detective work!
I’ll be sure to credit you for your efforts.
Thanks for the pinpointing of my various mistakes :slight_smile:


(SiliconSlick) #44

These don’t do justice but give an idea…

http://www.nd80usa.net/slicks/2004-05-18-225220-mml_helmsdeep_a2.jpg
http://www.nd80usa.net/slicks/2004-05-18-230228-mml_helmsdeep_a2.jpg
http://www.nd80usa.net/slicks/2004-05-18-230231-mml_helmsdeep_a2.jpg

That’s just at the weak tunnel. Generally, the entire cave
network gets littered with mines which makes for some mighty
pretty command maps at times.

SiliconSlick


(G0-Gerbil) #45

That’s instant level 4 covert ops from mine spotting :slight_smile:


(=DaRk=CrAzY-NuTTeR) #46

amen


(WolfWings) #47

Yeah, Slick’s display of mines is the ‘shotgun’ approach. Very CovOps friendly.

I usually lay ‘double triplines’ across the cave tunnels, with a specific spot to jump across for Allies. Works GREAT in combination with a horn-toot, 7 mines down, arm em’ after the horn ends, there’s a tripline and the ‘jump-proofing’ for a mad Axis dash with L4 Battle Sense trying to make a beeline for the weak tunnel.


(G0-Gerbil) #48

Well, sad tyo disappoint but next version parts of the cave ground will be rocky so you can’t plant mines everywhere.
If I could strafe jump I’d make 'em into a pretty pattern for the skilled, but since I can’t, I won’t :frowning:


(Ifurita) #49

Add a jungle gym that people have to climb and twist around


(Mark.C) #50

GO-Gerbil, this is one awsome kick-ass, fantastic, super map…You should be proud to have created a masterpiece in my books.

Bloody good job !


(G0-Gerbil) #51

well, thanks, but it still needs a rather massive overhaul.
Which, I might add, I’m working on now (finally!).


(Mark.C) #52

Hey, with or without the errors etc etc etc, this is STILL one kick-ass map.


(Higgins) #53

I givethis old thread life!

G0-Gerbil, are you updating your HD map?


(R3ap4r) #54

There’s a more recent thread about this map:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=12528