New map release- Ramelle


(TNR360) #1

Axis are attacking the small town of Ramelle after it was taken from them by allied paratroopers in the days following D-day. Almost completely based on the final battle scene from the movie “Saving Private Ryan”.

Both teams must fight to capture all 4 areas of the city, the team with the most areas at the end of the map wins. If at the round end both teams have only 2 flags it will end in a tie.

The map is made almost completely with custom textures.

README:

Basic Information

Designer: TNR360
Contact: ski6592@hotmail.com
Web: http://tnr360.f-sw.com/

Map Information

Game : Return to Castle Wolfenstein: Enemy Territory
Title : Ramelle
Filename : ramelle_b1.pk3
Version : Beta 1
Release date : 10/06/2008

Installation : Place the ramelle_b1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: /map ramelle_b1

Screens-







Download Link:

http://files.filefront.com/Ramelle+b1zip/;10587469;/fileinfo.html

Special thanks to {SSF}Sage with scripting and RayBan with the gramophone model.


(th0rn3) #2

This is the best screens I have ever seen. Woo! ET needed a demolished map like this. Looking forward to download this when I return home.


(Avoc) #3

Looks interresting, will download and try it out when I get back home.
A quick question, how is the fps holding up?


(TNR360) #4

[QUOTE=Avoc;178301]Looks interresting, will download and try it out when I get back home.
A quick question, how is the fps holding up?[/QUOTE]

90, had to sacrifice the view distance and fog a bit to add some extra tank traps and bodies

plus I couldnt run a VIS compile aparently because of the block size and its held at 90 at most the map with some areas occasionally dropping to the 80s.

thats about it

This map evolved from me getting bored while doing the make your first room tutorial, it kinda turned into a make your first city. I started and abandoned it 2 years ago and a month ago decided to clean it up and release (you have no idea what a mess it was, no word can describe how badly it was built) and in the end I got more fps than on Omaha.

here’s what it was like fixing the map-

Shear dragging face
Dragging entire selection
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Saving map to C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/RAMELLE.map
Map_SaveFile: C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/RAMELLE.map
Saved in 0.64 second(s).
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over 15,000 brushes were merged, and that was pretty much the biggest problem


(th0rn3) #5

just had a quick run. Very good map, textures, etc. Just one proble I cant make it to North-East flag


(TNR360) #6

thanks and about that flag, I get to it pretty easily??


(Fluffy_gIMp) #7

looks cool, it reminds me of one of the single player RTCW maps where you had to escort the stolen tank.
Nice job with all the custom textures.


(TNR360) #8

[QUOTE=Fluffy_gIMp;178315]looks cool, it reminds me of one of the single player RTCW maps where you had to escort the stolen tank.
Nice job with all the custom textures.[/QUOTE]

thanks for the comment and the textures I did make a portion of them, but they’re not all mine, a lot I got off the internet and some I can’t remember exactly where there from, the collection of them I have grew throughout the years from what was sent to me by other mappers and what I’ve gotten from the web.


(th0rn3) #9

:smiley: . this is 2 in 1 photo: 1: a f*** sign and 2nd: I don’t think dead people have floating hands


(aaa3) #10

yea, nice example of that “war map” or “war-torn looking” style you like^^

on your telegraph poles, alter the main wood texture alignment by 90° :stuck_out_tongue:


(th0rn3) #11

Yea, I love demolished maps. Just like in those WW2 movies. And I love the view when map just loads - a damaged tank and french music


(Avoc) #12

Got the opportunity to play the map, and it has a great look and looks like it will be fun to play.

My only real gripe with it however, is the REALLY bad pop-up of buildings, perhaps a result of weird hint brushing or because the maps layout makes it so that it is hard to really do proper hint brushing.


(th0rn3) #13

Yea, I noticed that too, but we can live with that, aren’t we? Anyway, it will be awesome if you fix this.


(TNR360) #14

I’ve been having trouble sorting out VIS since the start, I’ll see what I can do about it for the next beta, thanks for the comments, I think I had to settle with good FPS and the buildings not rendering right in the distance for a first beta


(Avoc) #15

I understand that, but the problem might appear when the player models “dissappear” aswell.
Since you cannot be sure that Player A will be invisible for Player B, and vica versa, one player might be able to see another and shoot him, and the other player would start wondering who the hell did that.

Hopefully there is no such exploit, but you can never know.


(-SSF-Sage) #16

That’s hard to believe unless you’ve abused structural caulks or antiportal (even worse if you abuse it). It’s quite rare to get it cos of hint brushes (atleast for me). I’ve got that effect only once cos of hint.


(TNR360) #17

[QUOTE=Avoc;178355]I understand that, but the problem might appear when the player models “dissappear” aswell.
Since you cannot be sure that Player A will be invisible for Player B, and vica versa, one player might be able to see another and shoot him, and the other player would start wondering who the hell did that.

Hopefully there is no such exploit, but you can never know.[/QUOTE]

that does sound bad if it happens, if it does turn out to be a problem I’ll do some more checks with it and see what I can do


(Pytox) #18

Nice stuff tnr! You’re so good in demolished cities & stuff like that.

Not interested to rework Leningrad or finish Stalingrad? :wink:


(TomTom7777) #19

[QUOTE=th0rn3;178328]
:smiley: . this is 2 in 1 photo: 1: a f*** sign and 2nd: I don’t think dead people have floating hands[/QUOTE]

I’ll assume the defenders moved the dead German between 3 and 72 hoursto fool the attackers from a distance into a false sense of security. Very old soldier trick. Of course they did not have time to finish the task. Think about it how do 3 Germans listening to a phonograph get killed and the phonograph comes off without a scratch (pun intended:wink:).

Playing around with it with FritzBots got me thinking to be faithful to the movie players should be discouraged from using the flanks to move more of the fight to the center. Maybe some barb wire near “Beaudin tours” sign to slow the Axis down enough so the mg across the canal is more effective. And something similar starting at the low wall of the cathedral to push players to go through the church rubble. And I think it is good enough, that there is a future for a variant map with a script_mover tank too.


(TNR360) #20

[QUOTE=TomTom7777;178401]Think about it how do 3 Germans listening to a phonograph get killed and the phonograph comes off without a scratch (pun intended:wink:).
[/QUOTE]

The attackers were in desperate need of entertainment. :smiley:

I like your ideas, the tank was going to do a few things actually (a spline got left in there, see errors) but it got too complicated at the time, more details in next beta.

[QUOTE=Pytox;178379]Nice stuff tnr! You’re so good in demolished cities & stuff like that.

Not interested to rework Leningrad or finish Stalingrad? ;)[/QUOTE]

Not enough free time for EF anymore, I might just do something for you guys, if I get the time…

[QUOTE=th0rn3;178328]
:smiley: . this is 2 in 1 photo: 1: a f*** sign and 2nd: I don’t think dead people have floating hands[/QUOTE]

Well you’d be mad if people dropped out of the sky as you were resting in someone else’s home and then get shot up right?

If you look around for a minute, you’ll notice I used the same model for every dead German, it’s a model I got when I was mapping for EFmod and I decided to use it, I can’t exactly move just one body part (his arm) unless I edit the md3, which I have no idea how to do correctly (as in I suck at 3d modeling).