New map: D-Rush


(mmysc) #1

Ey, it’s been a while since I posted here (lol), but I wanted to show/release my new map called D-Rush_b1. I’m not too experienced in mapping, but i wanted to leave my mark in ET, so here ya go. :slight_smile:

Briefing: “The Axis are guarding two Gold Crates in separate builings behind the city wall. The Allies must gain access to the other side by destroying the City Gate, then steal both Gold Crates and secure them to the truck near the cave entrance.”

Screenies:




Download b1: www.upload.ee/download/2588661/6270f4da72ea8ad79b5/drush_b1.pk3(fixed models)
Download B2: http://www.upload.ee/files/2598472/drush_b2.pk3.html

So… the obj is quite basic, but I hope it’s still fun to play. Let me know if there are any bugs. Thanks.


(ailmanki) #2

Mateos, all info you can get from a server is the mapname. No info about the pk3. So if you don’t give a different name to a map, you cannot tell which version a server is using.


(Mateos) #3

@mmysc If you’re subscribed to this thread and are interested in updating your map:
http://forums.warchest.com/showthread.php/37304-maps-like-supplydepot-and-delivery?p=464463&viewfull=1#post464463


(FrostyChilli) #4

I found your secret room, you horny bastard! :smiley:

Nice map though!

Cheers, Frosty!


(aimbrosia) #5

[QUOTE=Mateos;404797]OK, then:
http://trac.assembla.com/omnibot/browser/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/drush.gm
http://trac.assembla.com/omnibot/browser/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/drush_goals.gm
http://trac.assembla.com/omnibot/browser/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/drush.way

Right clic/Save as in the et/nav folder :)[/QUOTE]

Someone have working downloadlinks for these waypoints?

Thanks


(twt_thunder) #6

[QUOTE=aimbrosia;491035]Someone have working downloadlinks for these waypoints?

Thanks[/QUOTE]

http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/et/

prob find them here


(Mateos) #7

[QUOTE=mmysc;404891]Same map but different bsp name, so servers having both versions (b2 b3) can load them without conflicts. So might wanna update links in Wolffiles and such.

download: http://www.upload.ee/files/2628853/drush_b3.pk3.html

Thanks Splash for reporting.:)[/QUOTE]

Since I had no Internet and not the access to a recent map waypoints being worked on by 4 guys (can be guessed :P), I worked on this map waypoints which I promised one year ago ^^’ Had only the Beta 2 locally.

Anyway, why I quoted this post: link is dead, drush waypoints will be for Beta1/2 and drush_b3 for Beta 3 only.

Few reports:

  • As ailmanki pointed, the first part is a bottleneck. I thought about two solution:
    • Open an alternate road on the East through houses (push the blocked road a bit back).
    • Extend the tunnel to the Allied Spawn West part (a break in a house for instance).
  • If the Gate is destroyed with the flag owned by Axis, the spawn will stay Axis… And thus Allies will still spawn at the beginning (and Axis can move forward to the flag!).
  • .objdata file with the related objective cameras would be welcome! :slight_smile:
  • I would be very thanksful if you could change the Gold Crate steal/secure wm_announce so I can handle differently, because at the moment both crates have the exact same wm_announce :confused:

Gonna check VIS/LIGHT since I see the Beta 3 changelog here :slight_smile:

If mmysc isn’t subscribed, I’ll PM him about this, or I’ll track him to Prime Squadron :stuck_out_tongue:


(acQu) #8

Wow. Really well done map.

This seems to be a slight problem with the models.


Have not tested it much more, but looks really well made map. Thanks for sharing :penguin:


(mmysc) #9

Wow, that’s weird. These tree models are straight from pak0. You sure you don’t have a faulty install? Because I sent this same file to a friend, and he didn’t have any problems whatsoever.

Trees are from:
models/mapobjects/tree_desert_sd/newpalmtall.md3
models/mapobjects/tree_desert_sd/newpalmsmall.md3


(Justice) #10

I’m afraid not, my friend :wink:

Looks like a very nice map, but it seems the sand textures/lightmaps are glitchy in the first two photo’s.
I’ll try the map later


(mmysc) #11

Oops ye, my bad :smiley:
will fix a new download soon.

The lightmaps aren’t too big of a deal imo :slight_smile:

Edit: download fixed


(ailmanki) #12

Missing a few things, but a very good map, reminds me a bit of half life :slight_smile:
Its missing limbo information and a few textures.

Best test your map with a clean installation…


(mmysc) #13

I did test it with a clean installation, I just didn’t know that gtkradiant installs new models and apparently new textures. I thought they were from pk0, because I have a clean installation…

BUT, besides the textures and limbo text it’s fine right? :slight_smile:


(acQu) #14

Just a question though: do you plan to make omnibot navigation files for this map ? :slight_smile:


(mmysc) #15

[QUOTE=acQu;404286]Just a question though: do you plan to make omnibot navigation files for this map ? :)[/QUOTE]If I learn how to add them, then I guess so :D.

btw there’s still 1 tiny .tga missing :S. A fix will come tomorrow.

thx for feedback.


(ailmanki) #16

WARNING: R_FindImageFile could not find ‘textures/lights/light_xlight_03.tga’ in shader ‘textures/lights/light_xlight_03_2500’
Shader textures/lights/light_xlight_03_2500 has a stage with no image
WARNING: Couldn’t find image for shader models/mapobjects/tree_desert_sd/palm_leaves2
WARNING: Couldn’t find image for shader models/mapobjects/tree_desert_sd/palm_bark2
WARNING: Couldn’t find image for shader models/mapobjects/plants_sd/mil1
WARNING: unknown depthfunc ‘blend’ in shader ‘levelshots/drush_cc_trans’

These are the missing textures, I guess you got them already,
and some missing models, see screenshots.

Tips to make the map even more awesome (its already cool):

http://forums.warchestgames.com/showthread.php/10838-Tutorial-T-Junctions

edit: the unknown depthfunc blend, might be cause of my gfx drivers… ubuntu 965gm


(mmysc) #17

Thx for testing, textures are fixed. That depthfunc function in the shader had a small typo - it doesn’t exist :smiley: (fixed also). I already knew a bit about t-junctions, but I think I still messed up some doorways. I’ll look into the lightmaps as well.

Thx again.

b2 prolly coming real soon :slight_smile:


(zbzero) #18

have same missing model as ailmanki said and got this from with a clean installation of ET



(Micha) #19

The trees are missing a model :slight_smile:
(tested on etpub 1.0.0)

Also I can’t find the allied_ladder. Maybe I’m just to stupid for it. I tried to built it with mapscript and searched at the origin of it.


(mmysc) #20

[QUOTE=Micha;404368]The trees are missing a model :slight_smile:
(tested on etpub 1.0.0)

Also I can’t find the allied_ladder. Maybe I’m just to stupid for it. I tried to built it with mapscript and searched at the origin of it.[/QUOTE]

I think you mean the model textures. I disabled the path to ladder (for now), because I thought it might be too easy for allies.

Anyway I can’t get the lightmaps working properly, so I’m going to stick with the default.
New map version coming tomorrow.