New map : Blitz beta-1 (dual objective)


(Ganjaman) #1

Hi all,

I have made a dual objective map.
Allies have to defend a keycard or the Axis will launch their V1 rocket.
And the Axis forces have to defend/ repair water pipes or they will drown.

Because Axis will have to do most of the attacking and their doctrine in those times
was Blitzkrieg (lightning war) I called this map Blitz.

The map is fully playable with human players but some details are not done yet.
( keycard command map marker ,hq skybox, lights in some spots, etc.)

Blitz can be downloaded here :http://cid-19b6b546c4ec08a6.skydrive.live.com/self.aspx/.Public/Tanktest/blitz.pk3

Some screenshots: http://cid-19b6b546c4ec08a6.skydrive.live.com/self.aspx/.Public/Tanktest/2009-11-23-151929-tanktest6.jpg

Please let me know what you think. :smiley:


(merlin1991) #2

judging from the screenshots it looks awesome


(stealth6) #3

finally took a look at it :smiley:
First off the maps looks really nice and it has alot of potential imo.
Some fresh ideas and some nice effects :wink:

Now the critism :D:
-First run through the the map i was totally confused where to go :smiley: so maybe if you put some more distinct routes on the minimap, or add some sign posts.

-The allied objective is a bit too easy imo, maybe you should make the objective dynamiteable only or, make the water rise slower.

-I was also confused why i wasn’t destroying the pump, since it’s more logical, but the pipes were a nice effect.

-Add some smoke at teh point where the water from the pipes hits the river, this will look more realistic I think.

-Make the map easier to understand, as in now all the houses are the same colors and there are alot of big iron doors, maybe make all the houses in 1 part white colors and all the houses in another part orange, so players can orient themselves.

-Too many doors, lots of times I walked to a door and couldn’t open it, maybe mark the locked doors or markt the doors you can open

-When the tank is riding the turret is too high, it’s not very noticeable for a newb, so if it’s too hard to fix don’t bother, but it’s like 2 mm too high on the tank

-The lighting needs work, some pieces are pitch black while it is daytime.

-To finish on a good note, the FPS was the best so far in your maps, it was on the edge of what is acceptable 30k-31k highest numbers i saw

EDIT: if you really want to make this map look really good, work on blending textures on the terrain, then the houses and the terrain look nice :smiley:


(Qualmi) #4

jop, (besides that it looks familiar :P) its confusing.

btw the bridge is very original. i like that one.


(Ganjaman) #5

Thanks for your quick reply.

I’ll fix the minimap + put up some sign-posts up.

With the Pump I had difficulties to make it destructable and the pipes were my solution.
The pipes look better imo because you see where the water comes from.

The tank is the same as my first map ( tank prefab by 2bit ) only changed settings so Axis could use it.

The bridge is a downloaded prefab which I adapted to suit my needs( forgot to put in readme file, made by mapper named Blitz, thx).

It looks familiar because the village is made from three houses from goldrush. :smiley:
And the broken bunker is greatly based on a ruined house from Siwa-Oasis.

And I have been playing around with detail/structural brushes to maintain a mostly steady fps.

Thanks for the input so far.


(Blowfish) #6

Ganja, if you want to beta test with a few players as we do with all new maps, just xfire me, so we can put it on the scrim server.


(IRATA) #7

Did detect 2 small issues:

  • in the mapscript change -> wm_teamvoiceannounce 0 “axis_hq_tank_repaired”
    to wm_teamvoiceannounce 0 “axis_hq_tank_repaired_allies”

  • see pic


(Ganjaman) #8

Thanks Blow could be fun. :cool:

Yes the scripting is not my strong point, but thanks anyway.

I have to add more voice-over lines aswell but I’m on it!

How could I have missed that texture error? :o

I have already fixed the command map, now the rest.