New Map release: Teuthonia


(Teuthis) #41

Thanks to you all. I made a Tunnel in Front of the Bank that Starts under the right Hand Stairs and That Goes then left to the backside of the Bank and also right a Bit under the Bridge Where I Put a MG Nest. The Door will be Directly at the Other side of the First Bank Door and the Tank will Blow up both Doors. I will extend this Way to go also from behind the Bank to the Cave but this Way needs to longer, otherwise the axis have no Chance to Secure the Gold.

As to the Spawns, I think the Way from Allied spawn 2 to the Bank is roughly the Same distance as in goldrush. Note That you can also change spawn to Allied spawn 1 and from there it should be Even faster to get to the Bank. Moving the Allied spawn to the CP will likely Not give the Axis a Chance to Organize a proper Defence.

Importantly, to prevent having multiple Updated Versions, is anyone Willing to volunteer Testing the next Version inofficially before the final Release? I Could send the Pk.3 per dropbox and then we Could Test with a Handful People First before the Main Release?


(Teuthis) #42

I will also move the 2nd Tank Barrier and the tank a bit further up so that the tank does Not enter the Bank Area and that the tank can’t Shoot to the axis spawn exits. I can then Remove the ugly White sheet above the spawn exit.

I can also give both Parties a small balcony in the 3rd floor above the Axis 2nd spawn so that the Bank entrance can be defended. I Would do this in a Way That the area Directly under the balcony can Not be Seen so that the axis have a Safe area to Operate.


(macbeth) #43

[QUOTE=Teuthis;506996]Thanks to you all. I made a Tunnel in Front of the Bank that Starts under the right Hand Stairs and That Goes then left to the backside of the Bank and also right a Bit under the Bridge Where I Put a MG Nest. The Door will be Directly at the Other side of the First Bank Door and the Tank will Blow up both Doors. I will extend this Way to go also from behind the Bank to the Cave but this Way needs to longer, otherwise the axis have no Chance to Secure the Gold.

As to the Spawns, I think the Way from Allied spawn 2 to the Bank is roughly the Same distance as in goldrush. Note That you can also change spawn to Allied spawn 1 and from there it should be Even faster to get to the Bank. Moving the Allied spawn to the CP will likely Not give the Axis a Chance to Organize a proper Defence.

Importantly, to prevent having multiple Updated Versions, is anyone Willing to volunteer Testing the next Version inofficially before the final Release? I Could send the Pk.3 per dropbox and then we Could Test with a Handful People First before the Main Release?[/QUOTE]
yes will be nice to can have the new pk3 so we will test and will give again feedbak


(Micha) #44

Sure we can do.
Note: I added the cp spawn for now. I think this isn’t needed if you add the second entrance into bank.


(TomTom7777) #45

Since my latest overnight FritzBot tests achieved a team balance (Allied:Axis 8:12 wins) I can now pack up my waypolints for anyone else to use.
However if your modified map(s) will use the exact same filename I will hold off sharing these waypoints.

I am willing to try your idea of mixing up the Allies’ respawn between spawn 1 and 2 (current version might not achieve team balance IMO because the Allies’ right-hand path leads narrowly up to the highly defensible Axis H&A corner. IMO 3 well place Axis bot camps could hold off 5-6 Allied Bots using the right hand path). Your tunnel idea will make this path well worth exploring. And thanks for adding something for snipers

BTW If the community is divided over features like scripted Allied spawns, it is possible to include-them/modify-them conditional upon a unique cvar on the server. (example cvar Fritzbot_BalanceIt was created for a couple of waypoints some years ago to control features in a couple of hard to team balance maps)


(Teuthis) #46

@ sxweet: can you please send me another picture showing Where this Spot is in the Map Where the floor is Not touching the wall? It’s hard to find from this picture.
Thanks


(Micha) #47

It’s at B/C 3. Move out of Allies through cave or upper way to the big area which way goes up to tank. The hill with the palm on it doesn’t touch the wall.


(macbeth) #48

Teuthis can u post a link for the new pk3 so we can test the new release?
thanks you


(Micha) #49

The palm between tank and bank needs a rework. You can go into it


(Teuthis) #50

Thanks Micha, will be changed ASAP

@McBeath: will send you and a Couple of Other volunteers the new pk3 as soon as I’m done. It will likely take up to 1 week Till I have everything in Place. There is quite some new brushwork to be done for having more entrances into the Bank and unfortunately I need then also to do a new Tracemap. Sorry for this but I can only work in the evenings on this and my Family demands some attention too. So around 1 week is probably all I need.


(macbeth) #51

thanks you very much
I saw a texture in blue today when we played: near a wall , I will sent you a pic next times


(Lammert) #52

Great (at least for us :wink: ) that you are putting another moments of your time into it.
If you still want to, we can make some unofficial tests on our other server to check.


(Micha) #53

We played this map a couple of times now. First I added the cp allies spawn at cp. This made the bank object to easy for allies. I moved it back to the health/ammo cabinets. We use 12 sec for allies respawn and 18 sec for axis team. Allies needed some tries to get the tank. Escorting tank till bridge went fats because of the cp spawn. Axis defended well at the second barrier and allies needed 8 minutes to break through and destroy the bank door.
It took like 4 minutes to get both objectives out of bank (axis defended under bridge, at the stairs and the stairs up to cp/cabinets near tunnel).
After allies moved the truck into the tunnel axis camped it near the big stone in the tunnel. Allies managed to keep escorting with around 4 minutes left and reaching the map end with 0:28 seconds left.

It seems at it much depends on the play style of axis how it goes. The new spawn helped the allies alot, without it is impossible for axis to get into the bank. Note: this all may change with second bank entrance and the cp spawn may not be needed at all.


(Teuthis) #54

Thanks Micha. The New Version will have 3 entrances into the Bank.

1st is the One present in the current Version.
2nd there is a Tunnel That Goes under the Bridge and reaches the back Door of the Bank. This One is easier to reach as axis and more difficult for Alliens. Therefore I made a Tunnel from the Big Cave to the back Door of the Bank. As this Way is now easier for Alliens to get into the Bank, this entrance from the Cave is dynamitable so that the axis have a Chance to Secure this area.

I will send the New Pk.3 next week to whoever Wants to Test it before the Release. I have to say that I’d Prefer having the Spawns Where they have been before but I also have to admit that I have Not Seen the Map in Action. So Micha might be right.


(Teuthis) #55

I have to say that I’m extremely pleased to See how this Map develops during implementing the comments I received. The Second Bank entrance is turning out very nice. I also added more obstacles to the spawn and Bank area and included some Fancy Models from Thunder_13th. Now that I know that the Pak.3 is Not Going to be That Big I have a Decent window to add some Stuff.

What I realized during Playing was also that the spawn Times Need to changed to optimize the gameplay.

I also have to say that I’m extremely surprized about the amounts of positive Feedback I received. Feels Great if People like Once work :wink:


(ChimTea) #56

[QUOTE=Teuthis;507149]@ sxweet: can you please send me another picture showing Where this Spot is in the Map Where the floor is Not touching the wall? It’s hard to find from this picture.
Thanks[/QUOTE]

Here it is near palm tree



(Teuthis) #57

It’s Almost done. The Updated Version of teuthonia is Almost ready. Major changes, just to Name a Few:

  • more Fancy Models, like an Animated Helicopter at Allies spawn 1 (Big Thanks to Thunder)
  • more obstacles to Hide at the axis spawn 1
  • more obstacles to Hide at the Bank area
  • a Truck Barrier at the exit of the Truck Tunnel
  • a Second Bank entrance, also blown up by the tank
  • a nice Big New Tunnel System That has 2 exits, 1 Goes parallel under the Bridge and Hits the Bank Backdoor. Easy to reach for axis. There is also a MG in the Tunnel
  • Second entrance of the Tunnel is more easy to reach for Allies and also reaches the Bank Backdoor. Mining is possible in the Tunnel so axis have a Decent chance to defend
  • I added a Balcony in the Bank area to allow sniping (extra for Lammert :))
  • i moved the tank and the Barrier 2 a bit to the back so that the tank can’t enter the Bank area and thus can’t Shoot the axis when coming Out of the spawn
  • the tank Stops 1 Spline earlier at Tank Barrier 1 so that the Engi has a bit More Space to Place the Dynamite

Minor changes i guess are a bit over the top to mention Here :wink:

More importantly, whoever is Willing to Test the Map before it Goes Officially in the World wide Web, please give me a Note, i will then send you a Download link per PM. Please do Not Share the file as I might Need to make some changes Once I got all Feedback.

Thanks for your help Folks. I guess I have the Testversion ready by Saturday/Sunday.


(Micha) #58

Sent it to me pls so I can start changing waypoints if I feel for it :slight_smile:


(Mateos) #59

If you need help on goal management and such let me know o/


(macbeth) #60

guys here somewhere a tuto to can create waypoints?
and cant wait for this new release map , we enjoy to play it
really a good map
thanks you