***New Map***Teutoburg_Forest*****************


(Teuthis) #1

Here a new map from me. It’s a winter map where Axis are attacking. If Folks like it, I am willing to make a summer Version too.

storyline:

The Allies have surrounded the famous Teutoburg forest, an impervious forest in northwest Germany. The Axis are hiding a substantial amount of gold in the forest. The Axis are trying to escape from the forest with the gold. The Allies are trying to prevent this for all costs.

| Objectives:…
| Axis:…
| 1:…Escort the truck with the gold to the nearby train station
| 2:…Destroy the main entrance
| 3:…Escort the truck over the bridge
| 4:…Load the gold on the Train
| 5:…Escape with the gold from the forest

|
| Secondary objectives

| - Built the command post to create an alternative Spawn
| - Destroy the Allied command post command post

| Allies:…
|
| 1:…Prevent the Axis from reaching the train station with the gold
| 2:…Prevent the Axis from destroying the main entrance
| 3:…Prevent the Axis from escorting the truck over the bridge
| 4:…Prevent the Axis from loading the gold on the train
| 5:…Prevent the Axis from escaping with the gold from the forest

   Secondary objectives

|
- Built the command post
| - Destroy Axis command post command post
|----------------------------------------->

for the credits please see the readme file.

The waypoints are on the way and will be available soon (Big Thanks to Native12)

download here:
http://www.thewolfteam.org/cmdownloads/teutoburg_forest/

screenshots attached.

please give some Feedback, positive or negative doesn’t matter
have fun







(Teuthis) #2

here some more Pictures







(Teuthis) #3

damn it, it just noticed a mistake. When the axis destroyed the main gate, the allied spawn 1 does not disappear and can still be used by allies. Need to see how this affect teh gameplay. I might Need to release then another Version. Please Report how the gameplay is with this flaw.

too bad. There is just 1 line missing in the script that delets the allies spawn 1 after the gate is destroyed :frowning:


(KeMoN) #4

I only played it locally so I can’t really give feedback on the gameplay. I’ll wait until it is on Dark Alchemy for gameplay testing.
Regarding the script error, you don’t need to release a completely new version to fix these bugs. You could simply release a script fix that server owners put into their etmain directory and it’ll work without any additional download client-side.

I really like the open space and winter theme. Also the fueldump styled bunkers are nice, since Fueldump is next to oasis my favorite standard map. It is obvious that you thought the gameplay through already. The fence control to prevent defenders from camping in the bunker shows that clearly imo, good job.
I like your tendency to big outside maps, they offer way more possibilities of adding atmosphere and ambience compared to small bunker maps.

I’m looking forward to playing this with real people and I think it wont take too long until it is added on Dark Alchemy. I’ll probably drop by to check the newest addition to our game. Thank you for your work and dedication!

Cheers

//Please keep in mind that my feedback on design is admittedly pedantic. It’s your choice whether you act on it or not.

In shot #1 you can see stone/wood stairs that are built on top of the ice, which in summer wouldn’t make much sense. Imo you could also adjust the terrain so you can avoid the right stone stairs completely.

In shot #2 you can see examples of hovering objects. You might want to just walk through every path and look at the various objects in place. The wooden planks on the right side are also caulked on the side which is visible to the player.

In shot #3 you can see misalligned textures on patches. In case you didn’t know, to open the texture properties window for patches, press [SHIFT] + [S] in contrary to simply [S] for brush textures.

In shot #4 you just see your two different doorway designs. I definitely prefer the right side over the left, because the left includes brushes that go into the movement path of the player and could possibly block their travelling. I prefer the clean right doorway because even if you approach in a steep angle you have absolutely no problem with travelling through.
I love the mouse in this hallway. Nice detail!

In shot #5 you see examples of misaligned textures on brushes. This extends to bunker walls, wooden doorways/fences, barbed wire and one guardhouse. You might want to just walk around the map and take note of the misallignements and fix them.


(Teuthis) #5

thanks for your Feedback kemon. I appreciate the positive Feedback as much as the eye for the glitches. i love your idea about the script fix.

I agree that some textures are missaligned. You know this but as a mapper you get kinda blind of your own work. I concur that I learned over time to put as much emphasize on the gameplay as on the Details, blending, Terrain etc. That’s why I do the Terrain manually instead of using easygen. Simply because I like the flexibility and I’m always surprised how the map finally guides the mapping. I will see if I make an updated Version but if so I will incporporate all your thoughts, for which I am really grateful.

I still wanna see u being a TWT member my friend :slight_smile:
this community Needs more People like you who are really into doing someting to Keep this game alive.


(KeMoN) #6

You’re very welcome. I’m always glad to help and it’s good to see that people can take my pedantic feedback objectively.
I don’t mean to come across as a smart-ass.
Thank you for the offer, but I’m going to stick to lurking the forums and occasionally making a post.
I’m not a big fan of officially adding a ‘clan tag’ in front of my name, but that doesn’t prevent cooperation. :wink:

Cheers and keep the maps coming!


(Teuthis) #7

no Problem. But remember that TWT is not a clan, it’s a community of mapper/modder/coder/waypointer/Player just there to optimize help in confidentiality. No tag needed, you can still be a member of any clan you want. Just wanted to make this clear since Folks might Refrain from joining because they think it Comes with obligations. There are exactly Zero obligations, apart from that one should not talk about stuff that was shown to you in confidentiality.


(Teuthis) #8

waypoints are now available here:

thanks to Native12 for doing an excellent Job on the waypoints


(Smoke) #9

Can’t login on the download link you have there ,and seems all download pages still have your b1 version on.
So if there is a link that works ?


(Teuthis) #10

There was a problem with the website. Should work now fine. If not the file is also available from wolffiles.

For waypoints please see the link in my post above. Should work now.


(MrLego) #11

Thanks for the wolffiles link.


(diaboliksmart) #12

ALL IS RIGHT thanks a lot for this nice and fun new map, and for botfiles !!!