**New Map Relase***Siwa_Teuthonia


(Teuthis) #1

here a new map called Siwa_Teuthonia

Background of the Teuthonia maps:
Siwa_Teuthonia is directly connected to the already released map Teuthonia and plays right before Teuthonia. The Teuthonia maps are finally supposed to be a trilogy with Siwa_teuthonia being the first map, Teuthonia the second map and the third map will be called Port_Teuthonia. So one big story going over three maps.

Story:

On their way to Teuthonia, an allied airplane crashed in the nearby oasis Siwa. The surviving allied soldiers must now make their way into the village of Teuthonia. To do so, the allies need to capture the spawn in the siwa ruins and destroy the siwa wall. In the siwa ruins, the allies need to push a button to lower a fence to make a dropzone accessible. The allies now must make their way to this dropzone. Once an allied player enters the dropzone, allied air support is called and an allied airplane will come and drop an ammunition box by a parachute. Once the ammunition box has landed, the allies must bring this box to a nearby broken artillery gun (which turns on a green light on the gun rotation panel). The gun now has to be repaired, which turns on a second green light on the gun rotation panel, thereby enabling that the artillery gun can be rotated. The axis can destroy the gun, but only as long as it has not been rotated. When the gun rotation control shows two green lights (gun loaded and repaired), the allies can push a button at the gun rotation control panel, which rotates the artillery gun towards the entrance gate of Teuthonia. Once the gun has been rotated, the gun can’t be destroyed anymore and a green light will turn on at the gun fire control panel. The allies now have to fire the gun to destroy the entrance gate of Teuthonia.

  • In the Siwa ruins, the allies can repair a waterpump which will free up a tunnel that ends close to the drop zone.

  • Allies can create an alternative Spawn by repairing the Allied Commandpost

  • in the Siwa ruins the allies can destroy a side entrance to have an alternative route to the drop zone

  • every axis player can call air support via an airstrike control panel. Once called, an axis junker88 will fly by and shoot 5 rockets to key way points frequently used by allies. The air support can only be called every 3 minutes, which is indicated by a timer on the control panel and that runs down from 3 minutes after an air strike has been called.

| Objectives:…
| Allies:…
| 1:…Capture the Siwa Spawn
| 2:…Destroy the Siwa Wall
| 3:…Lower the dropzone fence
| 4:…Enter the dropzone to call air support
| 5:…Bring the ammunition box to the artillery gun to load the gun
| 6:…Rotate the artillery gun towards the gate of Teuthonia
| 7:…Fire the artillery gun to destroy the gate of Teuthonia

|
| Secondary objectives

| - built the waterpump to access the tunnel

| - built the command post to create an alternative Spawn
| - Destroy the axis command post command post

| Axis:…
|
| 1:…Prevent the Allies from capturing the Siwa Spawn
| 2:…Prevent the Allies from destroying the Siwa wall
| 3:…Prevent the Allies from lowing the dropzone fence
| 4:…Prevent the Allies from from reaching the dropzone and from calling air support
| 5:…Prevent the Allies from loading the artillery gun
| 6:…Prevent the Allies from rotating the artillery gun
| 7:…Prevent the Allies from firing the artillery gun

   Secondary objectives

|
- destroy the waterpump to prevent the allies from using the tunnel

| - call air strikes to prevent the allies from reaching the dropzone

       - built the command post 

| - Destroy allied command post command post

https://dl.dropboxusercontent.com/u/49813220/siwa_teuthonia.pk3







(Teuthis) #2

more pics







(Teuthis) #3







(SiNRay) #4

Finally! :penguin::tongue:
Thank you Teuthis!

This is now final version?


(Teuthis) #5

Hope so. Time to move on with other projects. A bad thing in mapping is that one gets fed up with the map already before it is released officially. I think this one has some nice features and unique objectives. It is a bit oasis like at the beginning but then the map takes a spin with objectives never been there before. However, whereas I like it, we need to let the community decide on whether the map is liked or not :wink:


(tjimboo) #6

great work… will be fun to try out!


(Tardis) #7

Looks good from the screen shots will have to do a full test and when I do I will give a review :wink:


(KeMoN) #8

The testversion already looked fine and I always was a fan of your interior blending, but now the appearance has improved quite a lot! Good work.
Can’t give you any technical feedback though. Are you planning another ‘test’-event with Alchemy or something compareable, to have a look at the gameplay?


(Teuthis) #9

Thanks. Will screen the spladderladder to See Where Most People Are on the Map to Check the gameplay. If DA is up for an Event I Would be happy. I lost my pw and think my Old Email doesn’t exist anymore. Need to contact a DA Admin to get a new pw.

I Hope the gameplay is now better. Problem is that we have no waypoints yet


(stealth6) #10

Had some time to fly through it as spectator to see some of the changes. As already said by others it looks really good.

Two things that I noticed that might be able to improve your next project:

  • It looks like lots of the models are missing the lightmap stage in the shader? Lots of the rocks don’t seem to be effected by light.
  • Lots of routes. I won’t say too many, you’ll have to see how the map plays out in a server for that. I think since the previous version only 1 route was removed, but a handful more were added.

This is one of the better maps that have come out in a while so I don’t mean to sound negative. I think you appreciate getting some honest feedback.


(Teuthis) #11

Thanks, you know I always welcome criticism and your comments on the first map were the most valuable ones I got. you are correct saying that we need to figure out how it plays. I wish we could have tested this upfront before the release but there were not many people willing to test the map. And from the ones that tested it I received very little feedback. This is not a complain, i understand that people don’t wanna invest time on a half decent project but it is interesting to see that the best comments come from someone not actively playing anymore (you). If it’s that people don’t really care about getting more high quality maps out we can also let future projects rest in piece.


(twt_thunder) #12

I can throw it on a server alone tonight if you wish, problem is to get enough players to test


(Teuthis) #13

Thanks but that’s not necessary. The map is out and now we have all the time in the world to get feedback on the gameplay (or not).


(tjimboo) #14

had to remove as all players got com_hunkmegs error. Players are bad to fix it so tend not to use those map and thats to bad as i wanted to try it :frowning:


(KeMoN) #15

That is not a valid reason to remove the map. It depends on the clientele you want on your server, but if it is more than mindless, human bots, then not running such maps is definitely the wrong way to handle this. If you are running NQ, it even gives you the instructions on how to fix it along with the error message. For the other mods I don’t know, but all one has to do is type the error message into google.
Please put the map back on your server. The community shouldn’t have to suffer from players who don’t know how to use google and probably are below the recommended age anyway.


(hellreturn) #16

We use your previous map 24/7 on our all servers. We also helped other mappers previously in testing there maps. But here is what happens many times:

Mapper doesn’t want to register on other forums. Mappers think, why would i register on other forums? Well mapper is not wrong but then players also think, why we should register on mappers forum? Wouldn’t it be “faster” if one person registered rather then 100 players register on mapper forum?

Not everyone checks SD forums. Only few do. Now if mapper registers, some look for feedback but feedback doesn’t always come in the way you like. So either mappers get angry and or sometimes they never show up again on forums and map goes to limbo.

We also have maps where mapscripts or map fixes are required. If someone is up for it, please drop me a PM.

Once you fix the hunk errors reported here, I will upload your maps on our hardcore server.

Issue is sometimes player hate the map and admins are forced to remove it. At the end of the day, server is for players and if majority don’t like it any admin will remove it. Then no grudge should be hold against admins. I know you don’t have anything against me or anyone but just saying in general. Have to clarify, since now a days on internet words can be misinterpreted and it creates issue.


(Teuthis) #17

Thanks for the reports.

I am Not Aware of anything I can change in the BSP or script file that will change the hunkmegs. Isn’t this something that is controlled by the Servers/Mods/config itself? How can a Map change a config entry?

@hellreturn: i Asked several Clans on their respective Forums. Some respondier and tested the Map with a Few player, some did Not respond at all. But that doesn’t matter now, I am scratching my Head on this hunkmeg thing

Found this in the net, Maybe it helps:

well this is said here like dozens of times, but lets say it once more

  1. go to your et folder
  2. click et.exe to run wonfenstein enemy territory
  3. open console (NOTE: do NOT connect anywhere or load any mods, this is the most common fail)
  4. write /com_hunkmegs 128
  5. press enter
  6. write /com_hunkmegs
  7. you should see text like com_hunkmegs current:56 default:56 latched:128 or something
  8. close console
  9. press quit to exit enemy territory
  10. click et.exe
  11. open console
  12. type /com_hunkmegs
  13. you should see something like com_hunkmegs current:128 default:56
  14. close wolfenstein enemy territory
  15. victory!

or

  1. go to your et folder
  2. go to etmain
  3. go to profiles
  4. open etconfig.cfg in text editor
  5. search for com_hunkmegs
  6. change value to 128
  7. save etconfig
  8. you may have to repeat this for etconfig.cfg under n(o)q(uarter)/profiles
  9. click et.exe
  10. open console
  11. type /com_hunkmegs
  12. you should see something like com_hunkmegs current:128 default:56
  13. close wolfenstein enemy territory
  14. victory!

that should fix it
usually people try to set in while they are on server and some mod is loaded
that will pretty surely fail and cause confusion


(Mateos) #18

http://etconfig.net/cvars/com_hunkmegs/

aka high resolution textures, many custom ones, high quality lightmaps, etc. etc…

That’s why ET: Legacy has raised by default that value: it limits the quality of the maps…

Players should have it modified.


(Teuthis) #19

[QUOTE=Mateos;525286]http://etconfig.net/cvars/com_hunkmegs/

aka high resolution textures, many custom ones, high quality lightmaps, etc. etc…

That’s why ET: Legacy has raised by default that value: it limits the quality of the maps…

Players should have it modified.[/QUOTE]

Thanks for clarification. If I Recall correctly, this hunkmeg error occurs when the Map uses to much Memory because of too high Quality texturing etc.

If this is correct I take Tjimboo’s Observation as a complement. It is true that this map has a Lot more Brushes than the Vanilla Maps with 27000 Brushes and all this blending from floor to wall and wall to Roof Took many blending Textures. Maybe this Eats up a Lot of memory.

If this is the Case we basically have two options, make less Quality Maps or adjust the hunkmeg value to allow usage of More Memory. I Really Hope we all agree on the Ladder…

If People insist I will Release a Low Quality Map called siwa_teuthonia_lq but do Not like cutting on the wrong end Really…


(ailmanki) #20

http://www.quake3world.com/forum/viewtopic.php?f=10&t=42217&p=796361&hilit=hunkmegs#p796361

Read that :slight_smile:
Reducing resolution of textures could help a bit also, also sound files if I am not misstaken.

There is a way to force hunkmegs to players, but I would call it bad practice. From my experience 3/4 of players get kicked for hunkmegs… even after explaining and weeks passing by - lol… so for server admins it’s usually a bad idea to use such maps.