New Map release: Teuthonia


#21

Nice map btw.


(Teuthis) #22

Thanks ove. Appreciate your positive Feedback.

I agree with Micha that some obstacles Would be good around the First axis spawn. Not so sure about the Bank. There are some obstacles to Heide and making a goldrush Garden in Front of it Makes this Part of the Map too much GR like. I will see what I can do. Just wanna wait until everyone got a Chance to make suggestions.


(Micha) #23

I was bored so I made the waypoints^^
Bots are walking arounnd but not escorting the tank/truck yet. I tried to add the escort goal but seems like I did someting wrong.

Report stuckages of bots please.

Download: http://mnwa.bplaced.net/ftpfiles/omnibot/
teuthonia.way
teuthonia_goals.gm


(Mateos) #24

If there are stuckages, a file is generated in \et\user; Waypointer-side, it has to be moved in the scripts folder of OB to be read, and you can access it through the OB menu. For your information ^^


(Teuthis) #25

Thanks to you all, I will Collect more suggestions for 1-2 weeks and then implement all suggestions in an Updated Version. So if you have more suggestions let me know


(macbeth) #26

playing your map atm for wf server without bots ofc :stuck_out_tongue: we only have real players since September 2004
will give you all feedbacks
map dl mirror http://wf-gaming.net/files/file/189-teuthonia/

we are testing it , really great job, but will be nice for the Bank to have a second entrance like for goldrush , cuz it is a bit hard and maybe few secret romms like for goldrush ga/ gals


(Teuthis) #27

Very good Point. I totally agree on the Second entrance to the Bank. Problem is that this entrance has to be reachable for the axis much easier as for the Alliens but it shouldn’t be too easy either to prevent the axis from Camping this are. So a Tunnel from the axis spawn will Not be a good idea. I can make small Tunnel from the Big Cave Where the Truck Goes through and add a Team Door. That Would be the easiest Way I guess.

Will Start Working on an update the following week. Thanks for Testing.

Thanks, very valuable comments


(Lammert) #28

Done.
We played it with 7 vs 7.

I must say map looks good as basic. Really nice done.
Also a BIG thank you for putting in the effort to create it (also to the girlfried :wink: )

The first barrier is a bit of nasty one since it is very narrow. Reminds me of Streets of Italy. I keep repairing the vehicle instead of arming the dyna :S
I have to play it more often to see other stuff.
Also have to agree that the map is a bit empty, but it can be modified easy.

Btw: What does the yellow button do? I saw 2. When I press it (I was allied) I couldn’t press it again.

Thank you :smiley:


(Teuthis) #29

Will pass it on to my wife :wink:

The button at the First axis spawn Opens the Cave Doors so that the Alliens have a shortcut to the tank. I thought its a good idea so that the axis can’t camp too much around this Area. Also in GR there are three ways to get the tank.

The Second button (Inside of the Bank) Opens the Secret Passage, a shortcut That Allows the Alliens to reach the Truck in the Cave More easy. This also Makes it a Bit more unpredictable for the axis to appraise from Where the Alliens are coming

As a rule of thump I always tried to give any Party a Minimum of three ways to an objective. Turned out nice I think. I guess I Need to give the Axis some possibilities to Hide and Secure the Truck at the First spawn and the Bank a Bit better. I have to admit that when I Designed the Map in my Brain I more focused on that the Alliens have a good Chance. I thought the Axis have it easier by nature but now I see that I have to think in both ways equally.


(Mateos) #30

For the barrier, usually in the vanilla/popular maps you have a little wall which can be used as a cover to plant: ease the plant, can be cleaned/covered by the enemy, it’s fine imho as a design decision


(Dragonji) #31

LOL

/chars


(macbeth) #32

[QUOTE=Teuthis;506888]Very good Point. I totally agree on the Second entrance to the Bank. Problem is that this entrance has to be reachable for the axis much easier as for the Alliens but it shouldn’t be too easy either to prevent the axis from Camping this are. So a Tunnel from the axis spawn will Not be a good idea. I can make small Tunnel from the Big Cave Where the Truck Goes through and add a Team Door. That Would be the easiest Way I guess.

Will Start Working on an update the following week. Thanks for Testing.

Thanks, very valuable comments[/QUOTE]

u are welcomed , we always been testing maps since years and so glad to see than somes here care to make new ET maps


(TomTom7777) #33

Nice to see such quality work still happening.

Like Micha, I threw together some waypoints to try out the map (in FritzBot ET). My early waypoints went well up to the point that the tank passed over the bridge to the corner with the Axis 2nd spawn health and Ammo. From that point on the Axis bots became very challenging with the Allied bots failing to get enough players over to move tank beyond the second barrier. I attributed that to the protected nature of the spiral staircase and the Heath and Ammo cabinets. Presently I am trying out a modification of 3 scripted Allied CP spawns (positions by the H&A). This modification (with my help spawn camping the Axis ; ) lets the Allied bots steal the gold and move the truck as far as the back of the Axis 2nd spawn before time runs out. So far in 10 vs 10 random bots the Allied bots have yet to win on their own

1- From my tests I concur that a second entrance to the bank not in a direct line of fire from the Axis spawn is worth considering.

2- I also contend that the spiral staircase is too protected as bots from the Allied side can’t engage the Axis bots using it (i.e. sniping or panzering). At the very minimum I would say the staircase should exit to the side (well behind the 2nd barrier) rather than to the back roadway, giving snipers a chance to reduce their numbers.
Alternately the cave door switch could be accessible some place else before the tank gets to the second barrier (say behind the mg nest on the bridge?). If I have time I might try the latter switch position idea out in scripting.

And Thank you for keeping this great game alive and kicking!

(BTW I don’t have any problem with initial tank at the Allied spawn. It was obvious to me it had no where to go, and I like the thought somebody could do a prequel. The openness in the 1st Axis spawn/tank area is fine by me, the Allied bots do OK on their own so far repairing the tank)


(Teuthis) #34

Thanks TomTom,
Not sure about Moving the button to the mg on the Bridge. To Put the button into the Bank has the advantage that the Battleline is restricted to 3 Passages. If you Open the Cave Door too early it is too hard for the axis to defend this area. My idea was to Open this Way Once the Bank is Open because I thought when escorting the Truck this Way Would be beneficial for both Teams. But only After the Bank Door is Open.

It is also Not that Easy to move the Spiral Stair Case to the side Where the 2nd Barrier is because the Way is then too narrow for the tank to pass. I can make the Stairs a Bit Bigger if this helps?

Thanks


(macbeth) #35

@Teuthis we have in WF a maps designer maybe he can help if you want?
he mades Mario, baserace desert and wf temple


(Teuthis) #36

[QUOTE=macbeth;506964]@Teuthis we have in WF a maps designer maybe he can help if you want?
he mades Mario, baserace desert and wf temple[/QUOTE]

Thanks for the offer but I have already so Great Ideas of how to further improve the Map That I’d Prefer to take the next Shot on my Own.

Anyhow, Thanks a lot


(TomTom7777) #37

These are just possible ideas not requests.

Quote:"…My idea was to Open this Way Once the Bank is Open because I thought when escorting the Truck this Way Would be beneficial for both Teams. But only After the Bank Door is Open."
Alternate to opening the cave might be giving the Allies some place to snipe from to wear down the defenders.
One example: 3rd floor Window above side stairs (beside bridge) (Window is at approx 490 2235 465 : 90) Sniper could cover the corner with the health and ammo room beyond the bridge. And sniper could cover 1/3rd of the area below in front of the bank. Window spot would require a small room behind it, accessed from say a ladder dropping down to the corridor to the command post.
Anyway I’m leaving the button position alone in my waypoint testing, and focusing on getting Allied bots to flank through the caves by jumping down beside the truck.

Quote:"…It is also Not that Easy to move the Spiral Stair Case to the side Where the 2nd Barrier is because the Way is then too narrow for the tank to pass. I can make the Stairs a Bit Bigger if this helps?"
Just FYI My original thoughts were;
block the existing staircase opening with whatever (wood, door, rubble) 1167 4489 10 : 90
At the top landing open a right-hand corridor from (approx 1275 4350 5) : 0 to (approx 1480 4350 5) : 0 then Axis would jump down to the roadway without any other changes on that side so the road width is unchanged. The raised walkway at the back could have a ladder, stairs or small boxes to get back up on it (at approx 1265 4615)
Anyway may not be needed now that some of the Allied bots are camping in the caves to pick the Axis off as they exit. I’d leave the size of the spiral stairs as is, it keeps movement to single file and one-way (up). Allied bots have now finally won 2 of 16 games while I slept, so my waypoint changes may be helping


BTW FYI the 3 Allied CP Spawn spots I am testing out are located:


		create
		{
			scriptName "fritzbot_Cp_spawn1"
			classname "team_CTF_bluespawn"
			"origin" "1690 765 140"
...
			"origin" "1590 765 75"
...
			"origin" "1815 375 130"

I prefer CP spawns over reducing respawn time, and by limiting spawnpads to 3-4 away from the CP the Axis can destroy the Allied CP regularly.


BTW for a second opening to the bank one simple location could be a shell hole in the wall behind the tree next to the stairs leading up to the bridge (approx 865 2200 -175 0). The hole could directly go to the first padded chair inside. The location is not in a line of sight to either opening of the Axis spawn, but can easily be defended by Axis players outside the spawns. Could be used as an exit too but the alternate long path to the truck by going up the Bridge’s side stairs would be hard going.

sorry for the long post


(Micha) #38

Ok we just did a 8vs8 test on your map. Actually allied catched and escorted tank fast because axis didn’t know where to go :smiley:
Allied reached the bank at 14 minutes left and could just manage to get 1 objective out of it and this was right after tank shot the door because axis weren’t there.
It was impossible for them to get 1 foot into it after axis camped the area/bank. Allied players blaimed the 1 entrance into bank and the long way from spawn.

I created a command post spawnpoint for allies. Gonna wait for feedback again.

Custom mapscript in attachment.


(TomTom7777) #39

Will be good to see what others think (especially Axis players) about Micha’s 19 spawnpads positions which are beside the CP (mine are over near the H&A and few in number (3).
Apologies to Teuthis for the slightly off topic discussion.
I ran through the log files of my Bot tests. The final position of the truck at game end was well spread out in the 10 of 20 games the Fritzbots got it moving. The other 10 of 20 were evenly split between the tank at second barrier and beyond it with variable states of the Bank and Gold theft. So I’ll work on the Allies some more to advance their chances of getting the truck moving. My conclusion so far is the truck barriers aren’t needed.


(TomTom7777) #40

Will be good to see what others think (especially Axis players) about Micha’s 19 spawnpads positions which are beside the CP (mine are over near the H&A and few in number (3).

Apologies to Teuthis for the slightly off topic discussion.

I ran through the log files of my Bot tests. The final position of the truck at game end was well spread out in the 10 of 20 gameswhere the Fritzbots got it moving. The other 10 of 20 were evenly split between the tank at second barrier and beyond it with variable states of the Bank and Gold theft. So I’ll work on the Allies some more to advance their chances of getting the truck moving. My conclusion so far is the truck barriers aren’t needed.