yehaa - good news!
New map : Rock Eyes
I prefer uploading a package with screenshots and demos, rather than posting screens here so random people don’t have to load the page longer. http://rapidshare.com/files/118208886/rockeyes_b1.rar.html
Content:
shot0000.jpg Missing models
shot0001.jpg Missing models
shot0002.jpg Would make the map more interesting if you would put clip on those electric wires
shot0003.jpg Might be only my configs, but the water seem awfully bright
Demos show some trickjumps that may hurt gameplay. I’m not sure wrether they are mapped intentionally or not, but I decided to record them anyway. It’s good to have some trickjumps in maps, keeps people interested, but if you can jump over something important then people start accusing them from cheating and get lots of conflicts. I recommend you block the possible jumps.
Visual side is nice and bright, only if you could smoothen up the terrain and some corners. Also as a Supply Depot lover, I love the style of the map. Really looking forward to play it in the publics. Hope this helps.
-huPoo, leader of Jump’n’Shit maptest crew.
Thx !
shot00 & 01 -> fixed
shot02 -> good idea for another path, but maybe not
shot03 -> it’s your config (r_mipmap or smthg)
thx for the demos too, I’ll see what I can do.
Rockeyes Beta 2 is out 
You can download it here : http://zedd.mapping.free.fr
Changelog :
. map size reduced on second part
. new paths from bottom base to ramp and from main base to north radar
. spawn at main base is only at one side of base
. more cover
. lots of clips added
. some aesthetic work
. ramp is now single stage
. main gate use less tois
. fixed spawn times (30s allies / 20s axis)
. ambiant sounds (sound script was missing on b1)
. etpro commandmap shader provided in a separate pk3
Feedback welcome 
nice, will have a deeper look next week.
first thing i noticed if you spawn allies you get a sound: construct the command post…but there was just a axis commandpost which i should destroy if at all…
other things will come next week or so!
@SPU9 : I’ve got a problem to find voice announces for objectives since the stock sounds don’t fit, so there is only a “construct cpost” annouce (Allies can build the cpost btw). I didn’t want to put 5 MB of custom sounds in the pk3, and I’m not used to editing sounds either 
@IndyJones : I removed a few possible trickjumps that were reported, but for trickjumps with double jump, I guess it’s too much changes on the map, since it would need 10 m walls everywhere 
i know, i know
i’m not telling you to change them… if u ask me, i hate all these limits. i like to tj 
i have found one bug as well, but it require noclip cheat. if you go above clipped sky near waterfall, and jump, u will fall forever.
That’s no bug, that’s just how the Q3 engine works. Try to exit any map and disable noclip. You’ll never touch any ground again…
You dont need this hugh file size. we use via our skinpack a much smaller solution Together 0,3MB. The map is much enjoyable with seme objective sounds.
U can try/use if you want: http://rapidshare.de/files/39921307/z_rockeyes_b2_sound.pk3.html
And two tipps for the next version:
- destoyable truck
- rename the command post spawn name With different name u can use an autospawn function. The script is prepared this, you need only wrtite the name.
[QUOTE=molotov;179047]
And two tipps for the next version:
- destoyable truck
- rename the command post spawn name With different name u can use an autospawn function. The script is prepared this, you need only wrtite the name.[/QUOTE]
the destroyable truck would be ok for public but bad - really bad for competition…!
yup, I already hear the comp players : “remove the truck thing” “make it faster” :stroggbanana:
[QUOTE=molotov;179047]You dont need this hugh file size. we use via our skinpack a much smaller solution Together 0,3MB. The map is much enjoyable with seme objective sounds.
U can try/use if you want: http://rapidshare.de/files/39921307/z_rockeyes_b2_sound.pk3.html
And two tipps for the next version:
- destoyable truck
- rename the command post spawn name With different name u can use an autospawn function. The script is prepared this, you need only wrtite the name.[/QUOTE]
Thx for the sounds. For next version of the map maybe.
I didn’t catch what you want with the command post (?) At the moment, it’s named “Command Post”, but I didn’t put any setautospawn for it in the script.
I added nopicmip in the water shaders. It should be better with low details configs (but wasn’t tested)
Try out. Donno why, not only with your map -for me-, if you use this name -Comamnd post- for a spawn, the “setautospawn” function dosent work, and the -example- setautospawn “Command Post” 0 line block all the line which are behind this line.
So my advise is rename the spawn name.
And my truck suggestion come from a fun server 
[QUOTE=molotov;179082]Try out. Donno why, not only with your map -for me-, if you use this name -Comamnd post- for a spawn, the “setautospawn” function dosent work, and the -example- setautospawn “Command Post” 0 line block all the line which are behind this line.
So my advise is rename the spawn name.
And my truck suggestion come from a fun server
[/QUOTE]
I’ll have a look on that cpost for next version.