[new map] Codename-Lachs Beta-1


(Ganjaman) #1

After a short alpha test I am proud to announce my new map : codename_lachs.

I have included some custom textures and models and changed the skybox textures.

Link to my [wip] post : http://www.splashdamage.com/forums/showthread.php?t=20476

you can get the map here : http://cid-19b6b546c4ec08a6.skydrive.live.com/self.aspx/.Public/new/codename_lachs.pk3

There are still some things that need doing ( some of the lighting and ambient sounds).
It is mainly for gameplay testing at the moment.

Greetz,

GanjaMan.


(Berzerkr) #2

Historical background here:
http://greyfalcon.us/restored/Messerschmitt%20Me.htm


(Wezelkrozum) #3

I can’t download the file. The screenshots neither. Maybe someone could upload it to another mirror?

(I can’t even download anything from your skydrive)


(Ganjaman) #4

Strange I just tested it and it downloads just fine now.

You could also try the wolfmap.de link: http://www.wolfmap.de/details.php?file_id=3517

Berzerkr thanks for the additional info ( and the posting on your site).

There are some screenshots in the pk3 file also.


(Berzerkr) #5

np, just googled for “Codename Lachs” and found a few sites about it.
Really cool that you have choosen a real scenario for your map.
You should put it in the readme that Codename Lachs existed in reality. :slight_smile:


(twt_thunder) #6

[QUOTE=Berzerkr;214086]
Really cool that you have choosen a real scenario for your map.
QUOTE]

when it comes to ww2 i agree:D should be done more of that


(Blowfish) #7

Get those waypoints done :). So we can give it a try on the main server…


(ailmanki) #8

great map,
only I think axis should have the capturable spawn at start of map.

its running on bunker2.aaxxss.com … though there are 35 other maps aswel.


(Ganjaman) #9

Thanks for giving it a try ailmanki , but the forward spawn is available for axis @ map start. :smiley:

I have added some ambient sounds and changed the lighting. ( also added basic bot waypoints )

Get Beta-2 here : http://cid-19b6b546c4ec08a6.skydrive.live.com/self.aspx/.Public/new/codename_lachs-b2.pk3

and the waypoints ( very basic ): http://cid-19b6b546c4ec08a6.skydrive.live.com/self.aspx/.Public/new/codename_lachs-wp.zip

EDIT: the waypoints are 0.66 :smiley:


(Blowfish) #10

Waypoints for 0.66 or 0.71 ? When my game pc is fixed I will add the map to the cycle…


(ailmanki) #11

Ok, played it a few times with about 30 players, here my thoughts:

I very much like the map, the height differences is not often seen in ET…
It is too difficult for Allies, most of the team does not even get near the objective, they are either outside at first tank barrier, or if a covert opens the door… they get lost in the ways inside the building…
Also most of the time Axis was trying to recapture the flag, which lead to a part of Allies being permanently on defense…

Don’t know whats best, more routes for attacking would be good I think… also more cover in the first part…


(Ganjaman) #12

I am working on the cover issue. :smiley:

What if the forward spawn was permanently allied-only after the tank is past the roadblock ?

Maybe some kind of assault ramp for the allies if they get past the truck loading bay ( to
get over the second wall ).


(ailmanki) #13

That forward spawn would be good to be allies only at some point, don’t know if ‘roadblock’ is the first tank barrier…

Anyhow here my thoughts, The tunnel is a interesting chokepoint in this map, but at current moment it can be very difficult for Allies, depending at which point the forward spawn gets permanent, a part of the team is dedicated to the flag, another part somewhere between first spawn and flag… While only a few will be after the tank, maybe another way into the tunnel for allies would be good. difficult…

Once the allies have broken into, and have to get objective, there it needs at least 1 more route. On the tank barrier side, is some big Hangar door which seems to lead to the inside of the mountain, but it cannot be blown or used, maybe tank could shot that open, and continue its path and destroy the other opening… like fueldump ')

Ah ja lastly, the objective marker on command map, as it seems many don’t see/notice it… maybe make it more flashy… so that i pops into the eyes …

Then, I tried to doublejump to objective, even though I couldn’t - I believe a better trickjumper… (me no good) could get in, or 2 players stacking on each other. Don’t know if that is bad… the trickjump should be prevented, 2 players stacking - teamwork is always welcome I think :slight_smile:

Something else, I believe around that mountain where Axis spawns is no where water, maybe consider putting some water - so that an axis could jump down into there…


(Ganjaman) #14

I’ve tried to make objective tj’s almost impossible with clip brushes.

Do you mean they can jump into the workshop to get the plans ?
I am not really good at tj either, but can better jumpers jump that high ?

And for better access I was thinking of a cave/tunnel from forward spawn to the facktory
which opens when the tank blows up the front door.

I’ll fix the cm marker too, it is rather plain :o

Thanks again for your input and idea’s.

:smiley:


(IndyJones) #15

i don’t know how high that place is (too lazy to open the map), but i am able to to get higher than most players, due to knowing how to use certain console commands and server settings. there are also several ‘game exploits’ that let u get into - at first glance - to unavailabe places.