Navarone BETA 2 is out!


(Drakir) #21

Well it seems i got rid of the timelimit_hit bug but caused another one by forgetting to remove some stuff from the old 2hide in the script.
The map is now tested with players and works even in campaign mode, at last…damn i hate when this happens.

I have had my mind on ‘Navarone’ the last days so i have rushed the release of 2hide_cal too fast, and we all know what happens then. I am really sorry for the misstakes and i hope that i havent caused to much trouble to server admins.

The version again: (This time “r1” )
http://www.chigc.com/drakir/2hide_cal_r1.pk3

http://www.pcgamemods.com/3998/


(kaizer) #22

Nice map… but a LARGE bug though :banghead:

I tried out the map on the drakirsterritory server…i was the only one there, so i desided to take a look around. This is what happend:

  • I spawnd as axis at the axis back spawn, and ran around exploring…
  • then i desided to play allies, but spawned at the very same place, close to the objective… i tried again and the same thing happend. (i did not choose place to spawn when i changed to allies)
    this must be fixed…

(Drakir) #23

Tnx for finding this, i had managed to place an Allied spawnpoint in the axis spawn somehow. At the exact same location as an Axis spawnpont and as the room is so filled with spawn i could not see that entity.

So in other words, bug is sorted for nest release.


(SiliconSlick) #24

Yeah… we (ND80’s) definitely had a problem with the
last 2hide when in campaign mode. The server would start
spamming and no one could connect.

The console would file up with stuff like:

cmd 1: cpm “Axis fires the Big Gun!”
cmd 2: cpm “Axis fires the Big Gun!”
cmd 3: cpm “Axis fires the Big Gun!”
cmd 4: cpm “Axis fires the Big Gun!”
cmd 5: cpm “Axis fires the Big Gun!”
cmd 6: cpm “Axis fires the Big Gun!”
cmd 7: cpm “Axis fires the Big Gun!”
cmd 8: cpm “Axis fires the Big Gun!”
[snipped]
cmd 253: cpm “Axis fires the Big Gun!”
cmd 254: cpm “Axis fires the Big Gun!”
cmd 255: cpm “Axis fires the Big Gun!”
cmd 256: cpm “Axis fires the Big Gun!”
cmd 257: cpm “Axis fires the Big Gun!”
cmd 258: cpm “Axis fires the Big Gun!”

(one of my logs has almost 40,000 lines of this)
so we had to drop it from the rotation.

Haven’t had a chance to give the CAL version
a rigorous testing yet.

SiliconSlick


(Fenris) #25

And a mapname for that map would be TRAM !!! :banana:
(Sorry, just couldn’t resist… love both the Tram map and the movie :))

Anyway, Drakir, I love the map, amazing, and I’ve also seen the glitch in the bridge obj, was going to ask about it but I noticed it’s already discussed. A few other minor things I spotted was
a. The elevator controls don’t seem to work right (or maybe they are?)
but when I press the down button nothing happens, pressing the up button will first take the elevator up and on second press take it down.
b. The limbo menu descriptions, the first panel has too much text, so it falls outside the textbox and you can’t read what it says, the last panel has no info at all so it just says “no info available”, maybe just space out the text a little ?

Thanks for a great map!


(Drakir) #26

The elevator works this way:

1 button to move to each floor. Up takes it to the highest level etc.
After the button is pressen i have a wait for 3 seconds so that u have time to get into the elevator…maybe i should lover that to 1 or 2 seconds…so u see that there is something happening and perpahs make the ele more usefull.

About “Tram”, yeah its a really nice RTCW map. My though would be to make the whole movie, incl, the getaway on the road where they plant dynos on the trees to have them falling to keep the axis troops behin in the chase. I have been discussing this with another mate today thats willing to pay me for doing it. I dunno if i should talk about it yet as its really early and just a thought on paper for now.


(Fenris) #27

Ah, well imho that might be a nice idea, or why not remove the timer altogether, I mean this is a team game anyway, so either you let you teammate push the button when you go down or vice versa.
And after all you can go down the stairs anyway, or as I did since the elevator always went up first, just jump down the elevator shaft :slight_smile: and then climb up and send the elevator down by itself.

I played this last night with a few other clanplayers and I have to add a few comments after that. I feel that the spawn area very easily becomes a camping area, maybe let axis spawn a bit further off or something ? As of now it looks quite like the battery situation until someone tells allies there actually is a boat-stairway too. (Being new to the map or ignorant is of course allowed but if a whole team is trapped on the boat by the other team standing up on the beach then comments will soon start to fly instead of look for alternative routes, and/or spawnpoints)
Also when allies take the flag in town they will not immediately start to spawn there, and so the poor guy who rushed the flag is alone and will not survive for long, but sometime after that fwd spawning starts, is there some trigger I’ve missed noticing ?
Lastly we had some huge FPS drops inside the gun room at some times, did unfortunately not record any demo though so I’m not exactly sure which passages.


(Drakir) #28

BETA 2, is out!

Get it at: http://www.pcgamemods.com/4032/

and http://alenet.mine.nu/files/navarone_b2_zipfile.zip (resticted to 10 users)

My server running it now with web download.

=============================================

1. Moved the Allies second spawn to the other side, close to the 'Boat Bridge'.

2. Made 1 new way to enter the Gun Cave, just behind the teamdoor on the lighthouse pier. This new entrance will take u directly up to the top floor where the guns are.

3. Made 2 new ways to enter the bottom floor. There are now 2 airducts leading down to the lowest level. You are gonna take some small amount of dagame falling down the shafts but still be able to enter the lowest level in a sneaky way.

4. The ground just outside the guncave where the pillbox are cannot be mined anymore.

5. The 'Bridge Door' is now a constructable, meaning it can be repaired by Axis.

6. Also a small obsticle at the top level of the bridge that is constructible by Axis. This is destructable by grens.

7. Altered some walls at the 'Boat Bridge' so you cant sneak around the mountain just as easy anymore and have to go throught the spawnflag city.

8. All reported bugs are fixed.

(Fusen) #29

awww lol I enjoyed building the stairs then running round mountian and straight in :frowning:


Zoloft Settlements


(Fenris) #30

Have just updated my maprotation and so far it looks great !

Still I’d like to comment on the spawncamp issue (again…), what do you think of the idea to have something trigger the flag to be non-retakeable from axis, i.e. something like if the allies blow the bridge door then axis cannot retake flag. First it would serve the purpose of motivating people to find/blow up the door, secondarily as it is now axis can far too esily (in my opinion) just take back the flag and then allies are down in the water again. Especially on clanmatches the team goes mostly together and then everyone would be in the water.

Also I don’t see very much in the way of medpacks/ammo, what about letting the cmd post act the same way as on fueldump, ie if allies build it there will be medpacks and ammo there (whether that should happen if axis builds it I don’t know). That would also make it more motivating to build it, as of now it’s sort of “off” the route to the obj.

Just some thoughts of mine if you find them useable.


(Drakir) #31

Agree on the forward spawn issue. I have been thinking of what to do with it. Its kinda annoying when the flag is recapped in the middle of the game, especially as Axis if you have forgotten to.

One thing i though of was a kind of timer, if the Allies manages to keep the flag captured for an amount of time then it would fall in Allies hands permanently.

Also will remove the elevator buttons from the ammo room, so after the bomb is armed you will have to get up to one nof the other floors to lower it down. Another thing i am testing is to have the elevator changing movement in the middle of a movement. Like when ist on its way down u can press up or mid button to stop it from going all the way down and triggering the blowout.

Dont think that will make it too hard to win, or at least dont hope so. I will give it a go and see how it works out.

Apart from that i will only make a few alterations to the map, 2 places where u can get stuck are found so i have to fix that.

I cant thank u all enough for all the superb bug reports sent to me.


(Drakir) #32

Replying myself:

Elevator stuff tested and changed, so now u can change the movement anytime between the stops. Also made the elevator go at half the speed is does now.

Timed the time from an armed bomb to the fastest 1 man blowout, it took 24 seconds. This counts moving up the ladder to the mid floor and then pressing the button and the time it takes for the elevator to go all the way down.

The time it takes from the Axis spawn to the buttons are 14 seconds. That gives u 10 seconds to alter press a button to alter the movement.


(PeteSpeed) #33

EXCELLENT!! great work m8 :banana: bloody Awsome map :notworthy: