new custom map Cathedral_b3 (warning large screens)


(G0-Gerbil) #21

[just because people who don’t visit both are typically not interested in betas of new levels, and the people who do visit both shouldn’t have to read two threads on the same subject. Nice map btw - Wils]
Hmm that’s abit rough. More likely people don’t visit the map forums cos they think it’s a lot of geeks asking questions about mapping.
I don’t really see the harm in double posting and indeed have done so myself - seperate replies in both threads have shown that people are interested in them but don’t read the other parts of the forum (I myself have only recently started perusing the general part).
Keeping map announcements in the mapping part isn’t going to help custom maps be more widely known to help preserve ET’s lifespan.
Have you actually read the forum title of this forum? Here it is:

Level Design for Wolfenstein: Enemy Territory
Splash Damage’s official support and discussion forum for Level Design in Wolfenstein: Enemy Territory.

Nothing there about map release announcements or anything. Very similar to me bitching about how the now entitled ‘Sticky: TUTORIALS AND ET MAPPING RESOURCES’ thread was actually previously titled something so unobvious it wasn’t suprising people were missing it :slight_smile:

I say let people double post - it’s hardly going to annoy people who visit both (since they are perfectly free to ignore one or both threads), and it will definately get noticed by people who otherwise wouldn’t have seen it - and you can guarantee some of them WILL be interested in it :slight_smile:

And about the map - looks fantastic, downloading now. Well worth the wait, and not a night scene or rain in sight! \o/


(Laope) #22

nice map! nice fps, looks great!

ps: the nightwish banners sucks IMHO.


(nUllSkillZ) #23

Very good looking map.


(G0-Gerbil) #24

Not too sure why everyone raves about the FPS - they must have better setups than me :slight_smile:
I get rates dropping as low as 50 or so (roughly worst case scenario in Helmsdeep too).

Of course, it doesn’t make it unplayable in anyway, was just a bit suprised thassall. I really should get rid of the crappy onboard sound and see how much of a difference that makes on my comp :slight_smile:

It does look very nice indeed - and suprisingly I find the Cathedral part the most boring looking part of the map - the outside, which I wasn’t even aware of until zooming around it, is very very nice and fresh (although the odd texture looks a bit washed out, but custom textures rock so no probs with that).

Can’t wait to play it on a server :slight_smile:


(Fusen) #25

would also agree with gerbil it may jsut be my config but apart from the windows the cathedral looked plain ingame


(G0-Gerbil) #26

Cracking looking map, but I hold reservations about matchplay as there are a gazillion arches and things that block clear shots, so gunfights would be strange. But we won’t know until we get a couple of teams running around on it, so I will try and arrange that soon and see how it goes.
Just out of curiosity - why is having lots of cover ‘strange’? Clear shots are no fun, they take the dodging out of combat and it’s over too quick. Cover = good, unless it’s really contrived - but in this map it’s all relevant.

Besides, stay on the ground - that’s pretty empty :slight_smile:


(faltytower) #27

Personally I like the architecture and overall complex (and realistic) design of the map–excellent eye candies. Gameplay-wise, as has been mentioned, it’s Radar redux, which is good IMHO. The indoor z-axis section (ie. the hall) is a nice touch though.

Gameplay issue. The only issue I see is the starting Allied spawn: it’s too small and the paths out of it are too narrow. Axis can put-up an effective camp with two phl4mers blasting away at thosee exits. Would be good to add another (non-selectable) location somewhere.

Quibble: would’ve been nice if you used blue for r_fastsky 1. :slight_smile:

By any chance is Cathedral being submitted as a competition map? My curiousity is all.


(Chruker) #28

When the map is loading:

  • Use the longname field in cathedral_b3.arena to provide a more readable name like ‘Cathedral (Beta3)’
  • Use a levelshot image without the hud 2D graphics, and with the correct alpha channel to give it blurry edges like the original ones.

In the limbo menu:

  • There are no limbo cameras.
  • Allied dynamite icon for the main gate, has no descriptive text.

Some screenshots of stuff:


When starting the map, the top shot shows the initial spectator position. But by aiming the spectator shot, at the door you could get a more interessting look.


Out in the court yard, by the west radar parts, you can fly through the door where the crosshair is aimed…

… and up this through this…

… which isn’t clipped so you get this HOM effect.


Here I’m hovering over the east radar parts. Notice the tower, and then see the difference when I slide slightly to the right…

… some of the tower is missing.


I think you should reconsider these signs, as none of them leds to a bunker. And just turning them like this seems wrong.


Same thing with the sign. I must say I don’t know what else to put there…


Your command map is no way near the superb quality of your brushwork.


These angled corners puzzled me.


Some VIS issues. I’m standing by the west radar parts, and as you can see the entire middle court yard is being processed by the engine.

If I move slightly right, it doesn’t.

The problem may be the teamdoor you have. If you move it further in the corridor, perhaps even to the other side of the main gate. You could avoid the VIS issue.


This is where I get the worst FPS. And again it might be solved by tweaking the teamdoor + main gate. When I turned on to see what the engine is considering based on the VIS data. It drawed the entier middle courtyard, the court yard with the west radar parts and the outside of the cathedral.


I stumbled over this. Notice the gap between the arch decorations and the masonry.

All that said. Your map simply looks awesome.


(White:)) #29

wow someones gone to town on this!
I strolled around it and it looks just simply fantastic. I would love to play this 6 on 6 clanwar style.

White:)


(Wils) #30

I understood it to be a beta. Unless it’s a final map for release, it belongs in this forum (this isn’t up for discussion, incidentally :)).

When it’s finished and tweaked and tested properly, a thread in GD is most welcome.


(G0-Gerbil) #31

True, but maps need testing, and public releases are surely fair game for this?
IMO the area most customs fall down flat on is testing - not nearly enough. So when a map is done as final and it’s got flaws, bugs and just plain obvious stuff missed, it’s another nail in the ‘customs are crap’ coffin :frowning:


(blushing_bride) #32

thanks for all comments more needed to make the map better

wils: About posting in the general forum, in my defence im not the first person to do it. anyway i did not mean to cause a fuss but i agree with everything Go-Gerbil said. i would like to point out that the nice light texture coming through the windows was made by Go-Gerbil as well. anyway i wont dare try to pimp another map in the general forum again, i dont like it but hey its your forum.

Chuker. thanks for finding so many faults :clap: . hopefully i can fix them all. i cant figure out why the arches and masonery have a gap in them. however i get a similar effect in Goldrush so i assumed it was just an in-built engine thing, however if you know how to fix it let me know how.

snuggs yep you’ve seen me on 1/234, however most of the time i try and stay behind you where you cant see me as its easier to kill you when you cant see me :stuck_out_tongue:

laope: whats wrong with the Nightwatch banner?

faultytower. i will have a look at making the exit from allied spawn easier

Anyway the main thing is that people enjoy the map. i would be very pleased if it became a comp map at some point but i also understand that making a comp worthy map is a near impossible task. however no one will really know unless it gets played in matches.


(G0-Gerbil) #33

About the gaps - are your arches a corner patch matched to a square patch made into a curve for the side face of the arch?
If so you can often get times where the patches don’t meet. I believe Chavo ran into this problem too in Venice - the solution IIRC is to make a single arch, export to ASE and then use the ASEs instead of patches. You lose LOD, but won’t have gaps (since exporting to ASE uses a fixed resolution for all patches so they always match).

Probably :slight_smile:


(chavo_one) #34

Yup, you need to read this thread:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3399

The gaps detract from an otherwise gorgeous sanctuary.


(Kendle) #35

BB, I propose to add Cathedral to the rotation for the Custom Map Week, as I think it has great potential. Hopefully that will ensure it gets played fairly well over the weekend.


(blushing_bride) #36

thanks for the suggestions for fixing the arches, i assumed as this effect is in the offical maps that it was non-fixable but that will teach me not to search the forum.

kendle id be very happy if you added the map. i dont want to release another version until im really sure of what needs changing and fixing so having it played and hearing feedback would be very useful.


(Chruker) #37

I played this on the Shit Storm Extreme server, and noticed that the doorways leading from the south most cathedral spawn are a bit of a hazzle. Two players trying to exit at the same time, usually blocks the exit.


(blushing_bride) #38

I played this on the Shit Storm Extreme server, and noticed that the doorways leading from the south most cathedral spawn are a bit of a hazzle. Two players trying to exit at the same time, usually blocks the exit

i think doors and corridors getting blocked is a common occurrance in most maps when there are 20 people per team, dont think this would be a problem with 6v6 combined with etpro’s push feature. i might in the future make a more public/shrub minded version though and widen the doors etc


(DG) #39

btw whats the cvar used for these pics -


bit liek showtris but not?


(Ifurita) #40

r_showtris 2

bind x “cycle r_showtris 0 2”