New MP Map


(shrubnub) #1

Hi, new to the forums, some of you may have seen shrubnub or Bob Saget around in-game though.

S4ndm4nn and I made a new map for MP that we call Base Rush. (mp_base_rush)

It’s a new version of base where R2 has been removed as an objective. There’s now a warroom, courtyard, and several new places to play. R1 starts off with a locked door. There’s a set of docs that the allies must capture and take back to a radio room at NWC. Once the docs are capped, the door unlocks at R1, and you destroy it like you normally would.

Various cosmetic changes and several other changes in things like spawn points add to a new gameplay experience for a tired, familiar old map.

Screenshots can be seen here:

Screenshots

And download link here:

http://s4ndmod.com/shrub/mp_base_rush.zip

Any feedback would be appreciated.

Thanks! :stroggtapir:


(PuNkReAS*) #2

hi!

I will soon be tested on this course in your own server!

I am glad that I came across this. If the test succeeds, I’ll write about it! :slight_smile:


(kevinski) #3

The only thing that I noticed right away that was wrong was that - after transmitting the docs - you get a message stating that the red flag has returned. It’d be nice to have some sort of markings to help the transmission room to stand out more, and it’d also be nice if there was a crack or anything to indicate a weakness in the wall that you need to blow up, since it’s easy to miss the dynamite objective if you’re not already familiar with the map. Lastly, I’d recommend that the dynamite objective for the door be a bit more lenient about how far away you can lay the dynamite. I’m not sure if the wall required the same distance, as I purposefully laid the dynamite very close to the wall to prevent wasting it again as I did with the door.


(shrubnub) #4

Thanks for checking it out! The Red Flag problem is something we couldn’t fix because it uses a leftover Quake 3 command for removing an objective from the map. If we didn’t do it like that, you’d be able to grab the docs over and over, which would be confusing. We settled for the lesser of two evils.

I like the ideas about marking the radio room and bunker wall better. I forget that I know where all the stuff is so it’s easier for me to find. :smiley:

I’ll check out the trigger around the door too, I’d never tried to plant it far away, although I’m sure that’s something that could happen pretty often. I think I’ll also go back and build it with more light, I’ve had people tell me it’s too dark.

Thanks again man, there’s like 80 views for this thread and no replies besides yours. :S


(kevinski) #5

That’s weird, because I’ve seen other doc objectives that had the appropriate text. Is there something about your way of implementing the doc objective that prevents you from doing it in the normal fashion? Why would it allow players to collected the documents again and again if that didn’t happen in other levels? Just curious.

Haha. Yeah, although I have a feeling that part of it has to do with the fact that I haven’t played the original version of this map in ages. I was looking at the objective screen again and again, and I realized that I simply needed to look for an opening with a specific type of light. Thing is, having something similar to how objectives are marked in the beach map for W:ET would be cool, with symbols and arrows pointing the way.

Yeah, thing is, the dynamite wasn’t even all that far away from the door whenever it failed. I pretty much had to place it right up against the door in order to get it working.

Yeah, I noticed. It’s a shame, too, because this is a pretty cool map. Any plans to redo the original Beach Invasion for RtCW, by the way? That’s my favorite map of all time, and I wouldn’t mind having some additional areas in it. :stuck_out_tongue: