New Map: Ennepe Dam


(SPU9) #21

ye they are not a problem - its jsut to remind you :wink:

and i got a server with the map running - located in nl

i can ask my team when they have time to play - so maybe we can arrange a date/time

82.192.84.224:27971 #ET-Cup - Matchserver

ask me for the pw :wink:


(thrift) #22

I mainly know NA teams, but either would be useful. I know bunker has a lot of servers, so I don’t know if you guys have any NA ETPro servers, but that would be ideal. Private or Public, either would be useful.


(Erls) #23

[quote=ā€œthriftā€]

I mainly know NA teams, but either would be useful. I know bunker has a lot of servers, so I don’t know if you guys have any NA ETPro servers, but that would be ideal. Private or Public, either would be useful.[/quote]

I’ve trying to get someone with Root to upload it to our B3 Test Server atm. :slight_smile:


(SPU9) #24

any news regarding some minor changes?


(thrift) #25

Well. up to this point nothing has been changed. I have some ideas on how to make the map play a bit better, but they need some refinement.

Here are a couple of problems and some ideas I have to fix them.

The Grind:
It seems that most of the times allies could move several guys to the bottom of the west guns steps, but after that point the rush would get shut down a lot. This leads to a pretty long run that allies have to repeat and to a stressful grind. I was considering a forward flag as Der’Saidin had previously mentioned, but instead of reworking the whole middle level, perhaps just creating a single new room. I think a good position for this would be near the west gun stairs, dug into the more middle area of the dam. This would lead to a lot of spawns for allies though, so then the west gun spawn would probably be removed in favor of the new forward spawn being secured when the west gun was blown. This will still lead to a lot of crowding for allies on the way up to the forward spawn, but they shouldn’t have to repeatedly do the same grind this way.

The Fast Last Objective:
So the last objective is a little short in the map. Der’Saidin and SPU9 had a couple ideas on how to fix this, involving doc runs and/or a switch. The change I was considering is having documents available at the forward allied spawn that must touch the radio while it’s on, then a switch on the far side of axis spawn, near the ladder.

CP Area:
These changes should mean that the CP fence and it’s indentation shouldn’t be necessary any longer. So the CP will do it’s same function except with no relation to the spawns, but won’t be in the little concave area any longer, but in a more natural position in the same area.

Tunnel Tightness:
A secondary route could be created that runs through the area right beside the CP to the new forward spawn to give allies a bit more breathing room. This could be blocked off with a drainage grate as well.

East side of the dam has lower traffic:
I don’t plan to do anything about this at this point. I’m not aware of it affecting gameplay in any significant way. I believe the FPS on the map should be pretty good, so I don’t believe it’s harmful in that way. It looks nice too.

So all those changes will take a bit of time, so I’m going to wait a bit and try to get opinions on the changes before I begin the modifications. So if you think this isn’t gonna help, let me know. If you think this will make the map better, let me know. If you would tweak any of the things I mentioned, let me know.

Thanks for all the suggestions and help so far.


(SPU9) #26

all ideas sounds good - atleast worth a try ;D

looking forward to b3:)


(thrift) #27

New release version B3

Changes:
-Check out changes.txt for the full list.
-A lot has changed due to gameplay testing. There is now a forward allied flag and a doc run is now involved for allies.

Downloads:
http://www.mediafire.com/?9i0mme1jxm0
http://rapidshare.com/files/59333127/ennepedam_b3.pk3.html

If any other teams would like to play test xfire thriftone.

SPU9: Do you think another play test could be arranged? <3


(SPU9) #28

i ll do what i can arrange…:slight_smile:

another good mirror:
http://www.et-cup.player-city.de/maps/ennepedam_b3.pk3


(DerSaidin) #29

I dont think that flag room would play well. Its too small/enclosed to have a decent fire fight. Theres only 2 ways in and its quicker to go past it…

Doesn’t look like a very significant change to me.


(thrift) #30

like et_ice?

SPU9: All of a sudden some NA teams have also shown some interest in the map, so i’ll try to bring something together on this side as well.


(DerSaidin) #31

Not like et_ice.

On ice, the flag is far more important. Its much closer than the rear spawns, you need to go right past it to get through, its a larger room, and its the basis for the first stage defense (attackers from either side of it).

Also, yes, it only has two entrances, but they’re separated and attackers can come through both. The ladder up to the current ennepe flag seems kinda useless to attack through, and I would imagine that the axis would have the other one defended along with the stairs.

I think the map would play better in its b2 form, because the flag is in the wrong spot, and not given enough significance.


(thrift) #32

Have you watched the gameplay test demos or tryed playing the new version? Give it a chance.


(DerSaidin) #33

Yeah, by all means.

I’m just saying in my opinion the changes aren’t really an improvement.