New Teaser for my new map [to be released shortly]


(rmcnew) #1

Well, here is another teaser post for my new map which I hope to be releasing within the next day or two if things go on schedule [I keep saying that!]

New updated objectives - Features Map specs

  • Sort of a mixture between Oasis and the Big Cannon/Gun beach map that comes in the default campains.

  • Map begins very close quartered and even defensively, but spreads out once the gate is blown …

-Allies can not access the factory [aka Axis Base] until they blow up the gate, but if the Axis get too distacted defending the gate and don’t watch the generator the map could be beat within 3 minutes with a secret op/engineer combo … On the other hand, if the Allied team blows the gate they practically almost lose their chance to do this as the Axis will then spawn next to the closest doors to the Generator in a centralized location.

  • 16 second spawn time for both teams, 8 second spawn time for team who builds the [centralized] Command Post first or who destroys and rebuilds it for their team second [or vice versa].

Objective descriptions …

wm_mapdescription axis "English: The Allies are attempting to raid the factory to destroy Axis munitions and machinery output 

Deutsch: Die Allierten wollen die geheimliche Fabrik anzugriffen und auch die faehigkeiten von deutsche Waffen anzuhalten" 

 wm_mapdescription allied "English: The Axis have been manufacturing large amounts of hidden munitions inside of a secret factory and must be stopped. Deutsch: Die Aschenmenchen haben viele ungeheimliche Waffen auf einer verborgener Fabrik produziert und muesst angehaltet sein. " 

wm_mapdescription neutral "English: The Axis have been manufacturing secret weapon caches inside of a hidden factory, and the Allies want to stop them. Deutsch: Die Aschenmenschen haben unheimliche Waffen produziert,doch die Allierten moechten ihnen zu halten." 

wm_objective_axis_desc   1   "Primary Objective:**English: Attack any Allied soldiers who near the Corridor Gates to keep them from dynomiting the entrance to the factory. Deutsch: Bringen aller allierten um, die in der naehen von die Korridoreneingang kommen und sollen das Tor als einem Eingang zu Zerstoeren. "

wm_objective_axis_desc   2   "Primary Objective:** English: Build an Axis Command Post, and attack any Allied soldiers who attempt to destroy it. Deutsch: Baue einen Command Post und halte die Allierten, die es zerstoeren wollen."

wm_objective_axis_desc   3   "Primary Objective:**English:  Attack any Allied Soldiers who near the Generator and attempt to 

destroy the Generator. Deutsch: Bringe aller Allierte um, die in der naehe von dem Hochspannungsgenerator kommen und sollen es zerstoeren."

wm_objective_allied_desc   1   "Primary Objective:**English: Dynomite the Corridor Gate to gain entrance to the factory. Deutsch: Sprenge das Korridorentor um der Fabrik einzutreben."

wm_objective_allied_desc   2   "Primary Objective:**English: Build an Allied Command post and disallow the Axis team from capturing it. Deutsch: Baue einen Command Post und verbote die Aschenmenschen von ihm."

wm_objective_allied_desc   3   "Primary Objective:**English: Dynomite two Generator Hubs located in the the Generator Room to disable the plant and the Axis' ability to manufacture munitions. Deutsch: Sprenge der zweien Generatorenhubs,wovon die beide auf das Generatorszimmer legen und weiter die Faehigkeiten der Fabrik Waffen zu machen halten. "

Most recent screen shots …

http://www.geocities.com/jaeger2455/screens1.jpg
http://www.geocities.com/jaeger2455/screens2.jpg
http://www.geocities.com/jaeger2455/screens3.jpg
http://www.geocities.com/jaeger2455/screens4.jpg
http://www.geocities.com/jaeger2455/screens5.jpg
http://www.geocities.com/jaeger2455/screens6.jpg
http://www.geocities.com/jaeger2455/screens7.jpg
http://www.geocities.com/jaeger2455/screens8.jpg
http://www.geocities.com/jaeger2455/screens9.jpg


(thegnat) #2

Sorry, but screw the german translation of the objectives. Its a nice try, but its a pain in the ass for any German-speaking player.
No offense, I respect that you tried to give a german description too.


(Ifurita) #3

16 seconds sounds too short, especially if the defenders have the same spawn interval as the attackers.


(rmcnew) #4

I sort of thought the same thing, but when you are testing out functions it is a pain to wait 30 odd seconds … . I’ll tweak that when I figure out a good balance that give the owner a slight enough advantage ot be noticed, but not enough to keep the other theam from winning the whole game if they try a little harder …


(Ifurita) #5

well, you can always set respawn times to 1 second in your .script file, just remember to change it before release. You might also think about:

seta g_engineerchargetime “1”

when testing, that way you never run out of charge bar

As a rule of thumb, use the following formula and test the various stages of your map:

(Attacker travel time to obj X - Defender travel time to obj X) - (Defender spawn interval - Attacker spawn interval) > 0 means a defensive bias
(Attacker travel time to obj X - Defender travel time to obj X) - (Defender spawn interval - Attacker spawn interval) < 0 means a offensive bias. Of course the greater the numbers are away from 0, then the more biased that stage is.

This can also be affected by the number of routes to the obj, the type of obj, and how easily the defender can hold each route.


(rmcnew) #6

Yeah, I am trying to set it up so that everything for the teams kis balanced both offensively and defensively except for getting the command post. But then again what I think is balanced gameplay in my own mind could logically prove otherwise when it conmes time to test out the map with actual players …


(rmcnew) #7

I never saw that coming, I figured it would be more of a pain to have to look up every single word in a dictionary to figure out what it is that you have to do. But then, the world isn’t full of lazy Americans who intentionally don’t learn other languages, which is why I like the german people so much :banana: .


(thegnat) #8

If you really need to have a german translation, ask someone who speaks natively German for a little help (there are some on this forums too). It will look more professional then. :wink:


(rmcnew) #9

Yeah, any of you are free to correct my buggy german anytime … my german language ability isn’t the model of perfection, but is sufficent if I need to communicate atleast.


(rmcnew) #10

Between these two pictures you can hopefully get somewhat of a picture of how my map runs at the start of the game [or is suppose to]

Schematics of the route to the Command Post + Health/Ammo Cabinets

http://www.geocities.com/jaeger2455/description2.JPG

Pictures of all four sides of the walls

http://www.geocities.com/jaeger2455/round.jpg

In the schematics I charted out the quickest way by which both the allied players and the axis players can reach the command post, which is in a secluded room and linked by one Allied controlled and one Axis controlled doors on either side on either side of it to stop any allied or axis players from raiding each other bases.

What I am trying to do is balance it out so that the defensive and offensive capabilities in breaching the walll can only be stiffled [assuming all players are at the same playing level of ability] by taking over and keeping the command post, which means controlling the tiny room it is in. Also, by controlling the room it is in it gives the team who holds it the health and ammo boxes, which will either help the Allied team to get an advantage at breaching the wall or will help the axis team at defending it. I actually added the change in the respawn timer as a way to help the axis defend against the Allied if they are able to to hold it, but should help the Allied the same if they have the access.

The Axis Spawn in at a forward flag located in the little room behind the gate, and can be seen spawning by Allied players, and can not be shot there [plus vice versa]. Once the wall is breached the Allies can take over the flagpole and force the Axis team to respawn down into the lower corridors nearer to the generators. Although I have made it so that if the Axis get too distracted defending the wall snd don’t watch the generator, the Allied team can win by using a covert op and an engineer to sneak into the lower corridors from some lower entrances where the Axis are not spawning until the wall is breached. When the wall is breached all Allied players have access to the lower corridors by atleast three diffrent ways, two that go right past the Axis spawn, and one that goes around the Axis spawn, yet is defended by an Axis machine Gun nest pointed right into a main hallway. Once the Allies are past a certain point and near the generator there are
only two diffrent ways to get there. one of the ways is to go down a stairway next to the access spawn, and the other is right past the Axis machine gun nest and down a stepped room. Once the Allied players have been able to get to the Generator room the only way to get back up is to go up the stairway next to the Axis spawn, so a good number of medics and soldiers are needed to keep the Axis at bay if a couple of them get stuck down there … On the other hand, if an Axis player was to go recapture the forward spawn in the corridor gate area it would move the Axis spawn point away from the central location to the main corridor region again and the Allied would spawn back at their default location, which could be an advantage to the Allied because they can then use covert ops more efficently … But then there are other factors that I have already mentioned convering the command post, which could affect the liklihood of any team winning in any number of numerous ways …

I’m thinking, maybe I could give the Axis engineers something to do by Allowing them to reconstruct the Corridor Gate! What do you guys think?


(Ifurita) #11

I’m finding that pic really hard to follow, also, you might think about using screenshots from in-game (bind x “autoscreenshot”) instead of screen captures from Windows.

Another thing that might help is go spec, noclip, then take a top down shot, which shows the entire map