New Map: POW Camp (beta 3)


(JAM) #1

Hi All,

Thanks to chicken bucket and other servers for playability feedback - many suggestions taken, many areas reworked, many sounds added.:cool:

from the readme file:

ENHANCEMENTS/Bug Fixes/changes in beta 3:…
- ADDED VOICE COMMANDS TO ALL PRIMARY AND SECONDARY
OBJECTIVES
- ADDED NATURE, MACHINE AND ENVIRONMENT SOUNDS
- Color coded objective messages
- Smoothed tank spline
- Touched up bridge legs
- Sped up tank by 13%
- Moved Axis Garrison Spawn downstairs
- Moved Garrison Health/ammo cabinet outside
- Slight remodel of garrison complex
- Reworked ladders and landings in tower, church, and crematorium
- Remodeled Axis Barracks
- Changed Arbeit sign to POW CAMP
- Remodeled last axis spawn building as 2-story
- Added buildable invasion barrier between Axis spawn and Hospital
- Moved Allied spawn to middle of hospital
- Did more modeling in hospital interior
- Added scaffold for Allies to get into crematorium upper level
- Added another stairwell and covert door for allies to get to gas control
- Added a ladder inside crematorium allowing allies to get to upper level
- Extensively remodeled crematorium interior
- Removed unused objective triggers
- Made all glass in spawning rooms unbreakable
- Modeled a chain reaction explosion of all 3 ovens following delivery of
shell
- Removed unused objective triggers

Alot of the structural changes make it a little easier for the attackers (allies) at the tank approach and in the final area (artillery shell delivery).

Some of the structural changes are to make spawnkilling more difficult.

And the vocal commands (over 40 new using my goofy voice) should make knowing what the objectives are very obvious.

So… fight valiantly or run away and just listen to the crickets near the tank starting position or the owl on one of the allied sniper hills.

download the map here:
http://files.filefront.com/Prisoner+of+War+Camp+Beta3/;11089344;/fileinfo.html

SCREESHOTS

tank approach

garrison after breach

trainyard

prison gate

main camp overview

Thanks to all the individuals and servers that tested the map. According to splatterladder the two betas have been cycled over 1000 times since the initial release less than 1 month ago.:slight_smile:

BTW - I saw the beta 2 version of the map on a NoQuarter botserver and the bots knew what to do. I didn’t write a bot script so either some smart server admin did or NQ has awesome bot AI.:eek:

-JAM


(JAM) #2

more screenshots:

main camp gun tower

allied scaffold

allied scaffold - wide view

artillery shell drop point

chain reaction explosion

-JAM


(pazur) #3

Nice looking map JAM :slight_smile:


(molotov) #4

BIG plus because of the full objective sounds!


(JAM) #5

thanks pazur - molotov

I feel a lot happier the map with the new voice commands - it feels complete.

Also, I think with the new allied paths in the final area it has sufficient balance that it could be fitted to any server with just a small tweak of the spawn times.

-JAM


(JAM) #6

Yay - POW Camp beta 3 got ET ‘file of the week’:
http://returntocastlewolfenstein.filefront.com/

BTW congrats to PAZUR for getting featured map. I did a walkthrough and am impressed with your level of detail and attention to the terrain and buildings.

-JAM


(shagileo) #7

omg this map looks way to smooth

it’s like icecream… but without the brainfreeze 8)

oh god, many thumbs going up here (actually 2, but you got the picture i guess…)

good change of the sign btw —> POW instead of … :wink:

I hope to see lot more maps of you in the future !!

grtz


(Berzerkr) #8

Just a few suggestions for the map:

Write Kriegsgefangenenlager instead of “Prisoner of War Camp”.
It’s the same as POW Camp, but only translated into german.

Please don’t use snow textures, looks displaced.


(kamikazee) #9

[QUOTE=Berzerkr;179489]Please don’t use snow textures, looks displaced.
[/QUOTE]
If that tree is a misc_gamemodel, maybe you can apply a skin to it (to avoid fueldump from having snow-less trees).


(JAM) #10

Yes - the trees are models - I’ll probably replace them with more appropriate models (at least I didn’t use palm trees:o)

Thanks for the feedback - and further thanks to Wolfmap.de for being such a fast and comprehensive ET resource - consistently more people have downloaded my betas from there than from my original Filefront site.

-JAM


(IndyJones) #11

there is a lot of places that you can’t shoot through (ie fence etc)… it should be fixed.


(JAM) #12

Hi shagileo
-thanks for the encoragement!

Hi IndyJones,
- thanks for testing the map. Can you be a little more specific? I just retested beta 3 and I can shoot through (and throw grenades through) all sections of the electrified fences surrounding the main camp. Only the main camp gate can’t be shot through.


(pazur) #13

Yesterday I played the map on the Braveheart server (http://www.braveheart-gaming.com/enemy-territory/index.php). The objectives have been understood quite well, but at the end nobody found the artillery shell. Maybe you can open the door to it.

Also It was quite tough at the beginning for allies. More cover would be good (Stones, crates, trees maybe)


(JAM) #14

Hi Pazur,

Thanks for the tip about the server. I visited and it was very cool. Lots of players and an interesting campaign. On the couple times I spec’d it seems that allies figured out what to do because they usually won in less that 20 minutes.

Allied snipers definately dominate in the first area but it makes up for the allied engineers taking a beating as they work to advance the tank. The allied snipers were doing so good that axis didn’t want to leave the garrison to engage. So, I’m trying to think of what kind of small buildings or walls I can add to the axis side of the river to see if axis will come out to play.

But, I’m liking that allies usually get through area 1 because I really enjoy watching the fight to steal and deliver the gate key in area 2.