Monastery closed beta starting


(CatC) #1

Hello guys,

i’m glad to let you know, that wezelkrozum and me starting our first closed beta of the map Monastery. The Server will be up from 7:00 pm (GMT+1) tomorrow evening the 17.05.2010 (open end).
If you want to join, send an PM to wezelkrozum or me, to get the IP and PW.

Hope you’ll have some fun :slight_smile:

Here once again some Screenshots:

Greets CatC

Edit: OK, here the commandmap and some infos :slight_smile:

Story:

Axis have found in an old monastery in the midle of germany a recipe, for a drug that makes Soldiers stronger. Allies have to steal it for theyr own Soldiers.

Objectives Allies:

  • Steal a tank
  • Escort the tank to the monastery
  • Blow the gate of the monastery
  • Construct a Commandpost in the monastery
  • Steal the recipe and escape to the startingposition

Axis should be clear

Commandmap:

Edit 2: I have a little annouce: We moved the CB to today evening from 8 pm. We will make next week on Saturday an open beta, but i announce it again.
Hope on your comprehension.


(IndyJones) #2

any chance to make it tonight? it’s sunday.


(nUllSkillZ) #3

Nice screenshots.
Would be good to post the objectives and some information and may be the command map.


(Darkix) #4

The inside of the church reminds me of a map that FAG Clan servers used to host about a year back. Can’t remember the name though.

I still don’t know why people use the metal X’s as road barriers. They were only used in the majority of beaches in WWII.


(MrLego) #5

A few constructive comments about texture alignments…

In screenshot #2 all of the church pews have the woodgrain facing in the same direction - in a real life they would have been made of boards with the grain travelling in the long direction of the wood.

The also look like they were copied and pasted - take one pew and tweak all of the necessary texture adjustments and make a ASE model of it, then you can insert it as a misc_gamemodel and rotate, flip, skew a few of them to add some randomness to the chapel.

In screenshot #3 the floor texture shows a seam where the 2 brushes meet in the corner - naturalalize the textures on all of the floor surfaces to correct the alignment.

In screenshot #4 you need to add a road, path or dirt texture to the terrain between the two buildings to define a path or road - right now it looks like the buildings just fell out of the sky and landed on the ground. Some foliage and slight hills would help break up the terrain too.

In screenshot #5 the road terrain suffers from tiling - if it is not made from a patch you may consider making it one - then you can have the texture follow the curves of the road rather than aligning themselves to the grid.

This looks map pretty nice otherwise - although it looks like some of the textures were borrowed from RTCW, something that seems to becoming more common these days.

It needs some monks guarding a winery in some dark corner.

I hope the testing goes well.


(macbeth) #6

we tested it yesterday it looks like an awesome map just found some features problems but they got the screenshots i made with UJE Rebel
so this will be fixed


(UJERebel) #7

[QUOTE=macbeth;226632]we tested it yesterday it looks like an awesome map just found some features problems but they got the screenshots i made with UJE Rebel
so this will be fixed[/QUOTE]

I narrowed my screenies down to 18 :smiley:

But i didnt had much time so i didnt saw the whole map… srry

But it’s very nice!!


(CatC) #8

Hey all,

i just wanted to say thank you afterwards to everyone that participated in the beta. There were a lot of good ideas for improvement and we realised a lot of it.
Thanks again.

Greets CatC


(UJERebel) #9

[QUOTE=CatC;227060]Hey all,

i just wanted to say thank you afterwards to everyone that participated in the beta. There were a lot of good ideas for improvement and we realised a lot of it.
Thanks again.

Greets CatC[/QUOTE]

No problem!

Its a nice map :wink: