gr8? yes!
:chef:
new map realse - desert temple (from 4 maps campaign ;) )
sin, stop posting this stuff for other peoples. At least post marko’s readme here and tell that this is his map! Btw, it’s really cool, was the first one wh o downloaded the full version 
For all clearence: MARKO AND JIMBOB CREATED THIS MAP, NOT SIN!!!
I know cause i hang around his forums much
. And sin, stop posting othermans map releases to let them think you created it you lamo!
I agree, I have so far played this one only a little but I already like it.
However there are a few items I noticed:
- “Jimbob and Marko’s Tank” ? Can’t say I recognize that particular type of tank… :eek:
- The tank speed varies, especially when crossing the bridge. Maybe intentional (?)
- Personally I really don’t like the colors in the map name in the campaign map
I DO like the fact that the map is large, desert, bright and (mostly) outside so you can see things clearly (except inside where it’s black as …) :drink:
He i think i found a bit of a bug in this map…
Dont shoot me if im wrong or its been mentioined before etc…
Allies cant CHOOSE where to spawn, they always have to span at the “current” spot…
i.e you are in the temple you HAVE to spawn there you can change to the fortress or the origanal starting spot…
Do you know about this, are you giong to sort it or you did on purpose???
Spawning Features:
Each team has 4 different spawn points which move along with combat. There’s
no flag to capture this
time and all the spawn movement is defined by the progresion of the tank…
Allies will always get a spawn
in the tank surroundings and axis will have their spawn ready to defend
Yeah, the spawns are supposed to be like that. It makes it harder for Allies to return the gold. Adds some spice to the map 
Ahh ya i can see that, fair enough, i thought you might of ment it like that…
I love this map The Begining is VERY good… BUT when the tank blows the temple door it feels a bit emmm “tacky” (for lack of another word) i find that if you /kill yourself you spawn in the temple and get past every axis defender and can plant dyno before they even know it and get objective…
I think the last bit Would be GREATLY improved if you
- moved the Alies Final spawn to Just out side the temple (that way axis would see the spawqn has moved and be able to defend acordingly)
- Moved the Axis spawn a bit closer to the Objective (gold)… as im sure you ment for the Axis to use the traps where as i seem to see allies always using them…
But once again i goit to say i love the map,
ohh and 1 more thing is this part of some more maps??? i sem to see somewhere it is part of a 4 map campaign… if so where are the others. hope they are as good 
Simply one of the best map !!
About the spawn flags, i think that should be removed from the map, because it a little bit confusing because we can select them but we do not spawn while the tank position is not OK. It should work like Fuel Dump after we destroy the first entrance, the spawn point changes.
I 've noticed
-
a small brush issue
http://mapage.noos.fr/poorme/et/2003-09-07-191503-temple.jpg -
the color is really white, it’s wood ??
http://mapage.noos.fr/poorme/et/2003-09-07-191507-temple.jpg
I love this map! It takes teamwork on both sides to win (especially as Allies). It is huge and complex but it’s vastness isn’t at all overwhelming, and the objectives are challenging. This is one of the first maps I’ve seen that can really compare with the originals.
Great work Marko and Jim Bob. :drink:
A few errors I noticed in the map, I’m REALY surprised no one spotted them during the testing…
Here they are.
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Hall of Mirrors effect where my crosshair is.

-
Major brush overlapping causing texture fighting (A bit hard to see in this)

-
You could have at least aligned the texture on the right angle…

-
Temple step texture is misaligned

-
MAJOR PROBLEM! You can’t see if from here, but look where I’ve marked it…

-
… and look whats there! A giant gap between the wall and the floor which I fell in and couldn’t get out, also major hall of mirror effect (I can see the water brushes!)

thanks for the bug reporting guys
JimBob & I are working on Desert Temple 2 now. So far, we got a second tank barrier up for defense, the axis temple spawns are a little closer to the objective and axis can now build a kind of gate to add to the gold defense.
We have another few things we planned to do. Most texture bugs are also corrected. You can expect a new version quite soon 
As for the tank issue, I set it’s speed back to normal. We thought it looked realistic to have it go fast along the long stright sections and slow down when the landscape is rough… but anyhow, not it’s set to regular speed
Thanks again for bug reporting! Sock ROX! 
cant wait
(the temple part needs to be longer the best part of the map i think)
That map wasn’t final? Anyways I got a review of it up at http://www.planetwolfenstein.com/rf/ because it didn’t say it wan’t final.



i only inform 