New Map: POW Camp - beta 4


(JAM) #1

Hi All,

Thanks to all servers that have run the map and and all feedback thus far. This latest release should bring the map pretty close to final.

Summarizing: FPS and LAG should be much better, the action areas are tightened up, details are added for more finished look, and overall balance should be the best of all versions (right between easy and impossible).

ENHANCEMENTS/Bug Fixes/changes in beta 4:…
- STRUCTURAL REDESIGN to improve FPS, decrease server LAG
(vis blocking, hint brushes, etc…)
- Replaced snow tipped trees with temperate trees
- Added checkpoint and garage buildings in front of garrison
(to act as cover for allies and axis during tank escort)
- Added alarm to sound when gas control is on
- Added musical fanfare when major objectives are completed
- Rebuilt sonder spawn to allow easy camp access
- Rebuilt main POW camp area
- Added or modified roads for camp, garrison and final area
- Retracted 3rd floor catwalks to ease axis defense in final area
- Placed ‘end-of-round’ camera to show chain reaction explosion to all
- Added details to gas control building
- Changed infantry barrier to start as already built
- Lowered kick panels on gun towers to enable easy entrance to camp

download here
http://files.filefront.com/Pow+Camp+Beta+4/;11463317;/fileinfo.html

tank approach with new cover buildings

admin/trainyard area

remodeled main POW Camp area

final area - reworked interiors and exteriors

scaffold and church

gas control

final drop point

chain reaction explosion

Enjoy!
JAM

email:
bestpicsever@hotmail.com


(shagileo) #2

Well I took a close look at your map (first time I play it)

I noticed some mistakes/bugs

1:

floating fence: http://www.plaatjesupload.nl/bekijken/878216.html

2:

ok not really a bug/mistake, but the windows are quite invisible: http://www.plaatjesupload.nl/bekijken/878218.html

3:

anothe floating fence. This is perhaps difficult to solve, but still: http://www.plaatjesupload.nl/bekijken/878220.html

4:

Saving some tris/brushes ey :slight_smile: : http://www.plaatjesupload.nl/bekijken/878224.html (not really a problem, but still one can notice… it’s just a bit funny :D)

5:
You can walk through a generator:http://www.plaatjesupload.nl/bekijken/878226.html
This generator to be exact: http://www.plaatjesupload.nl/bekijken/878228.html

6:
Is this the idea, or…? http://www.plaatjesupload.nl/bekijken/878229.html

7:
Now, I don’t think this is a bug, but these are pretty small doors. Maybe it’s like that too in reality? I don’t know, but it’s something I noticed: http://www.plaatjesupload.nl/bekijken/878232.html

Well I hope it’s useful, still a nice looking map, good job.


(JAM) #3

Thanks for looking at the map so closely Shagileo - most of those cosmetic issues have been existing since beta 2 but were not discovered until now. Fortunately, they are easy fixes and I’ve taken care of all of them except the doors.

They will be released in a beta 4a if anyone else quickly finds more small changes that are needed. If I have to quickly implement a major structural change they will be in beta 5.

Thanks
-JAM


(shagileo) #4

well, always glad to help out
and yeah, i remember someone made the same notice with the floating fence in an earlier topic you made (or am i mistaking and thinking of another map hmm) anyway, AFAIK there are no other big bugs (i guess :slight_smile: )

looking forward to the perfect PoW map :wink:

grtz

EDIT: i really want to know this : are those small doors really like that, or is it just a scale problem? :slight_smile: :smiley:


(molotov) #5

I’ve played with map under NQ mod v1.2.0 The gametype was: “objective”, (30 map total in the cycle). The server is pure.

I noticed when i once DL-ed the map this causing missing light textures on other maps (Caen, MLB bayraid etc) which are also was setted in the cycle. When i removed the map from my ET dir., everything was fine again.

The porblem is the “lights.shader” file in the sciprts directory in Powcamp_b4 map, becuse it’s same name like an file have in the original game in the pak0.pk3 file. And somehow it’s overwrite the original file when i play with other maps too (lol), but i know it must be inpossibble. :eek:

Anyone who use this map in the camaping/objective cycle see problem like this, or maybe it’s again a NQ based bug.

PS.: The solution could be very easy. The author of the maps need only rename the file example to lights1.shader and the problem is fixed.


(JAM) #6

Hi Molotov,

Thanks, and you are correct.

For Beta 5 (possibly final release) I’ve moved all my textures and shaders into custom directories that should have no naming conflicts.

Furthermore, to decrease final pk3 size, I compressed all the custom textures into jpgs and resampled the custom audio from 44khz/16bit to 11khz/8bit. I’m hoping this will shave several megabytes off.

There are also quite a few cosmetic and gameplay enhancements in all areas that I’ll list in a thread I’ll start after I upload the map. (probably in several days)

-JAM

P.S. Yes IMHO the thinner doors at the final allied spawn are more authentic. Since the doors are simply cosmetic it shouldn’t be a problem. I made the working doors wider so that players can move through en masse more easily.


(shagileo) #7

Well you got me curious now.
Looking forward to that final release.


(molotov) #8

Donno which - iam not home atm - but some of the voice annunces sounds is very silent. Maybe u can fix it too. (if you have Nero burner software, there is included an audio editor, i alwasy use that software to make the sounds louder.)