new map: one way


(Qualmi) #1

readme:

map by Qualmi
Date: 05.08.09

-----------
Information
-----------

1 on 1 competition and training map.
You must insert the battery into your transmitter and hold it for 2 minutes.
no editing without my explicit permission


some pictures:

about the objective from .objdata:


Use the battery to transmit an S.O.S

Step 1: Get the battery and insert it into your transmitter 

Step 2: There must be no interruption within 2 minutes to send the S.O.S

edit: uploaded version beta 2


(Avoc) #2

Will try it out later, but I just noticed that in the CC_picture you are using a different sky than in the map itself =P


(Qualmi) #3

did a quick fix on the map. it should all work fine now. pls remove any older versions. the download link is in the first post and

[here](here http://www.file-upload.net/download-1809562/one_way_b1.pk3.html)

@Avoc: oh jea thats true. readme was fixed. forgot about that one… now im too lazy to remove it or try to make it even better. i think its great like it is now. the main reason not adding this was the immense filesize popup i would have to deal with then :confused:


(Qualmi) #4

did a quick fix on the map. it should all work fine now. pls remove any older versions. the download link is in the first post and

[here](here http://www.file-upload.net/download-1809562/one_way_b1.pk3.html)

@Avoc: oh jea thats true. readme was fixed. forgot about that one… now im too lazy to remove it or try to make it even better. i think its great like it is now. the main reason not adding this was the immense filesize popup i would have to deal with then :confused:


(Qualmi) #5

did a quick fix on the map. it should all work fine now. pls remove any older versions. the download link is in the first post.

@Avoc: oh jea thats true. readme was fixed. forgot about that one… now im too lazy to remove it or try to make it even better. i think its great like it is now. the main reason not adding this was the immense filesize popup i would have to deal with then :confused:


(Pande) #6

Well qualmi I’m no 1v1 expert but why have objectives in a 1v1? If it were me, I would ignore them and focus on winning by fragging the other guy. Also, sorry if it seems harsh but your metro maps were of low quality, not high as you say above, and that MAY have contributed to the fact they were not used. :s Really, thats me talking about your maps, not about you, please understand. :slight_smile:


(Pegazus) #7

I like simple 1v1 maps, will download it later when i am done with work.


(Qualmi) #8

pande. if you take a look into that sector…that 1 on 1 sector…and you pick yourself 2 popular maps [f.i. te_valhalla or ctf_multi (pls donwload them now if you dont have them)] and you set the standard of those maps to “quality” (you sure will agree about that, as they are popular, hence easily can be rewarded with the word “quality”) than you wont come around to call dm_metro_te a quality map too. i must admit that it of course cant compete with good objective maps, but we are talking here about the 1 on 1 sector. the standards here are a bit different. pls get yourself into at least a bit of an expert by simply playing some other 1 on 1 maps and youll see that your words have been more than harsh. i dont know whats up to ppl like you. did you had a bad day at work ? me dont want to serve as your victim. thx !!


(shagileo) #9

Please understand that if you promote your maps, you can’t do good for everyone.
It’s your choice to post it here, and that’s your fullest right, but then prepare for some criticism (as good as you can receive rather bad criticism).

Pande is giving his thought… not having a bad day


(Pegazus) #10

Just played it, seems like a fun frag map with the objective added. I like the objective reminds me of Capuzzo when allies have to use the radio and axis have to disturb it. :slight_smile:
One thing though, when i took the opponents battery the morse code still played. You could alert it to stop playing the morse code once battery is removed.
Other then that, fun 1v1 map. Good work.


(stealth6) #11

my opinion:
too small (spawn invulnerabilty)
time is too long,as you said its an intense battle so…
also I find obj still too hard, it really has to be a no brainer like ctf or koth.
the map has no elevation or anything like that :frowning:
you can’t steal the piece from the enemy w/o jumping on his cart?

if u got xfire send me it in a pm, would be nice to meet another mapper in the game (do a little 1o1) :stroggtapir:


(Qualmi) #12

it took me a while to understand what you mean. but now i got it. hm…i thought i have managed that…theoretically all should be fine. but this little bug here is pretty funny. it happens during runtime and i always was very slow in bringing the objective to the other transmitter, so it never happend to me :smiley:

i have set up a little sequence, which takes about 3 seconds when you steal the battery. first, you steal the battery and then the light switches from green to neutral. after 2 seconds again from neutral to red. then i toggle the speaker which represents the morsing. now for the speaker no problem, but my precious little red/green/neutral sequence :frowning: seems that it gets victim of the engine.

what actually happens is that you steal the battery and the trigger stolen of it gets executed. this trigger stolen is looking like this


battery
{

spawn
{
}
.
.
.
trigger stolen
{

	alertentity al_timer
	trigger al_tst set_al_accum020

	setstate battery_ax invisible
	wait 1000
	setstate button_al_green invisible
	setstate button_al_n default
	wait 2000
	setstate button_al_n invisible
	setstate button_al_red default

	togglespeaker al_radio			
}
.
.
.
}

i think its pretty selfexplaining. now the clue is that it takes about 3 seconds…during this timewindow there can happen another event, namely the trigger captured of your stolen battery. thats when you have brought it really quick (below 3 seconds) to the other side into your transmitter. then the script of the trigger stolen gets interrupted and the other game event gets executed. hence it wont anything below the wait 2000 command. the result is a neutral looking morse machine with the morse sound playing, although the battery is not inserted.

i hope i have explained good enough, and maybe im totally wrong about my suspicion. but it seems like this is the reason for that “bug”. cry :frowning:

i try to do some things to fix it. i think i will delay that sequence into the game_manager block, but cant promise to fix it. if nothing is working i will remove the sequence and only toggle the speaker in the right moment. but unfortunately i have no time atm. will fix it in a few months i think. maybe i will release a fixxed scriptversion only. dunno :confused:


(Qualmi) #13

here is the new beta 2: Download

[ul]
[li]improved performance[/li][/ul]

[ul]
[li]fixed 1 major bug[/li][/ul]

[ul]
[li]couple of small things[/li][/ul]

blabliblub. new map. superduper. blabliblub :confused:

but i have a few questions. during tests with version 2.55 and 2.6b i realized that the spawn event of the game_manager doesnt get executed correctly on 2.6b, but on 2.55 it does. you can test it by yourself if you want. on version 2.55, if you start the map, and enter the game, there is no single sound to hear except a dog barking. if i test on 2.6b i can hear all sounds chaotically inside and outside, everywhere. the radiotoggle is playing, also the mozart music is playing. after warmup is over, finally the spawn event gets executed and everything is like it should be at mapstart. so what is this that all about with 2.55 and 2.6b. is this normal ? and how can i get my script work perfectly on 2.6b too. why the hell is that btw :confused:

another question is that i realized that there is no synchro of the music. i cant explain so good, so i give you a guide how to produce that kind of “error”. all you must do is start the map. normal like always via gametype and devmap commands. then minimze and start the game again, so that you have to threads of the same et.exe open. then go to start menu, chosose play online and choose “source: local” in the options. now connect to the same map again. 2 persons are now on the map (which are both you of course), but the one person hears music, the other not. why is that. is it the same when i connect to a normal et pro server ? do i hear then the music out of synch…meaning that both players on the server have a different perception of all the musictoggles i have implementd, like the radiotoggle etc. will that be the same if i connect to a normal internet server ???


(Qualmi) #14

ok…i set up extra a server for this. a “dedicated 0” one. actually it was my first server ever :slight_smile: running 2.6b, etpro. so here are the news. good news first. everything is ok. the game_manager event gets executed without problems, and if someone joins lately he dont get chaotic radio sounds to his ears, (what i feared the most). the bad news (if you can really call it bad) is, that for the specific sound toggle the music experience is not the same. it may be in synch in a way that both hear music when its toggled on, and both hear not music when its toggled off (and not the one hear the music while the other one not), but the music plays in different threads. if i may hear the end of the classic song, you may hear the beginning or the middle or whatever. pretty weird. music experience is not exactly the same. so if i say to you on server while hearing the music “ohhh now comes the part i like the most” then the other one will most likly hear another part of the song and then thinks “hell what is so special about that part”. probably some of you already knew this. but for those who dont that might have been a interesting thingie to know.

anyway. i hope this map might find its use in the one or other 1 on 1 match.


(stealth6) #15

I guess it’s like the vsays then :slight_smile:
Took me ages before I realized that they were client side xD
I hear Atta way Baby! and my friend hears Yeeehaaa!


(Qualmi) #16

Here is a little scriptfix. It shortens the time you have to hold the coder (now 1 minute). Put it in your etpromapscriptsfolder.

One Way - New Script

Beta 3 is also upcoming. In there ill only tweak maptime from 10 to 5 minutes and maybe do some little soundfixes. With this the map prolly has reached his optimum concerning gameplay. Any suggestions of course are welcome.

If you wanna play it go and visit this Server I dont know how long its gonna be in maprotation there, but im satisfied that it gets played anyway. Before id advice you to download the map seperatly, cause otherwise it wont show up in votemenu. bug or sth dunno, but it is defintly playable there.

have fun :slight_smile:


(stealth6) #17

about what I said ingame the spawn time would be perfect now if the objective was differnt, because now you take it, then i spawn almost immediately and chase you

I take it and then you timer is back to 0 :smiley:

so then its a constant back and forth, only if our skill levels were miles apart then it would be easy to defend, but if you have around the same skill then the objective is impossible.

so or raise the spawn time to 6 or 7secs

or change the objective to count the time you had for example:
-I take objective and you steal it from me after 15 seconds, I keep those 15 secs and the next time i steal it from you my timer continues where it stopped, so 16 - 17 - etc… and then a total of 2 or 3 minutes. and then keep the spawn time on 5.

EDIT: hmm I was thinking what would happen if selfkill was allowed, maybe then it would be more balanced, but if you play w/o selfkill I have to spend every time 2-3 seconds at the health and ammo.
this would make it nice imo.


(Qualmi) #18

hm…i have been thinking about that time storing thing. but for further steps i really need some information of how 1on1s in esl are played. in particular i am interested in how ctf maps are played there, cause one way is also ctf gameplay. i only seen some demos of huntplace until now :d so how is it played there ?

1. especially in ctf_multi: you win first round, then stopwatch is set and in second round you have to beat the clock ?
2. only the winning rounds count. if it is a tie in first 2 rounds, then round 3 will decide ?
3. 1 round only decides ?

so i need to know this first, caus i wanna make it fit those leagues, especially the esl league, caus i think the 1on1 ladder there is the most popular in et. after that i can decide whether to make it a timestoring map with 1 win decides the map, or make it a stopwatch round where you have to hold the coder for 1 minute, and when someone else takes it the coder-holdtime will be reset. the one who holds it quicker wins, or even he could hold it twice and win both stopwatchrounds so its a win anyway. so shortly it is to decide

1. only 1 round will be played, objective hold time will be stored (means it wont be interrupted, like it is know, if someone takes the battery), which further means that you have to hold for a total of 2 minutes.
2. 2 stopwatchround with a objective like it is now. no time is stored, interruption of the 1 minute hold time whenever battery is taken.
3. only 1 round decides with the “no-time-storing-objective”

me personally tends to solution 2, but i will make it depending on esl league gameplay. in my opinion, if the time is stored, it will be a really stressful map. with the not-storing-solution it is somehow a bit more tactical. you can time your attacks and stuff.


(stealth6) #19

Maps evaluation

Objective based maps:
These maps are without time limit.
When a player reached the map objective, then he won the round.
Round time is not counted here. Objective can be reached in overtime.
Self kills are disallowed at all.
Doing a self kill/setting artillery/support fire results in at least losing the round. In very special cases you even can lose the map.

Deathmatch maps:
All deathmatch maps have 10 minutes time limit.
Player with fewer DEATHS, after both rounds, won the map.
Self kills are allowed, but will give you a death.
Falling to death is also included to the amount of deaths.
Setting artillery/support fire results in at least losing the round. In very special cases you even can lose the map.

taken from the ESL 1o1 league rules


(Qualmi) #20

but what means…

When a player reached the map objective, then he won the round.

so you need to win 2 rounds to win the map ?

…and stopwatch wont be played. good to know :smiley: actually i was on that site loading a demo of multi_huntplace, but i forgot that it stands there lol