Old thread - SupplyDepot Competition version : p


(EB) #1

EDIT***I recompiled with the original sky for light quality. Please discard “supplydepotcomp” and please download/keep “supplydepotcomp1”. -Thanks

You guys may know that I released a winter version of Supplydepot last week that was just made for fun and for the public servers.
Well,…a few days ago I received an E-mail from an ‘ET War-league supervisor’, Kropa.
He asked me if I could re-make a spring version of the map just as I had in SD3 form but with the health and ammo cabs @ CP removed. I agreed.

With Sock’s terrain blending we all know so well and some work on the -vis, I have put together supplydepotcomp.pk3.
15 minute limit/30 axis respawn/20 allied respawn/same old action…hehehe

P.S. these re-makes were made possible with Ginc’s permission and map file.
Reflects newer compile:
Download From Here
-Cheers :chef:

******additional .pk3 needed for normal working map: Download Here 7 kb
This .pk3 will become a forced download from the server it is on.
It is not a necessity, but rather in your servers best interest to have


(Etnies) #2

just a question about supplydepot3, why did you put the snow ground inside the buildings to?

*note
Im am not putting down the map, i like it, i am just wondering why that is all. As i am taking up wrong on everything i say i wrote this disclaimer :smiley:


(EB) #3

Because there are no windows or doors closing off those building for the most part…so …snow drifts. I would have added snow to the base of all of the walls as well but I felt it was just going to be tiresome and that people would complain about that too.

You are not the first to ask, Etnies, and it makes me wonder why people think that a wide open building would be able to avoid having snow on the floors.
Maybe an insible forcfield ? hehehehe. I understand the concept behind having clean floors and snow on the exterior but why is the snow on the floors so bothering ?

BTW…the snow floors were created by the use of shader containing the default floor textures and a snow texture. The blend method used is not understood by the game, so the game reverts the blend moethod to gl_one. This makes the blend very bright and seemingly out of place. My apology for anyone who is annoyed by it…but TBH…I know I overdid the snow floors but not having any snow inside of a building that has open windows is like having a hollow room inside of water without anything to hold the water back from filling the space…it just doesn’t happen.


(Etnies) #4

In fueldump it has open windows to and they have no snow at all inside… i dunno that doesnt seem weird when your playing it, but in real life the snow would come in the windows and doors… i dunno you are right to put the snow in… but i think its what im used to looking at that makes it seem odd. :chef:


(hiro) #5

the grey rock backgrounds look like they’ll give the axis a slight advantage of camouflage, currently the allies are harder to see.

what are you doing for the back - the original ladder or the scaffolding?


(EB) #6

Please read the first posts edit section as the map has been re-compiled.
Sorry for any inconvenience.

P.S. it is a caged ladder out back.


(Jaquboss) #7

i must try hopefuly there will be no blue model lighting :slight_smile:
As for winter version : there is snow even in closed areas , and in some longer corridors , where shouldnt be any…
EDIT: gl_dst_color looks good , at least much better than gl_src_color …


(EB) #8

snow drifts dude…u must not live with or near snow. I, living in New York State, have alot of experience on the behaviour of snow…besides ur never happy. :stuck_out_tongue:


(mortis) #9

Those ET center guys are going ballistic. What dorks.


(mortis) #10

There may be a scripting bug. I have PM’ed EB about it.

I have an etpromapscript ready to go to fix it. A supplemental pk3 would work too, since the fixes don’t involve etpro features.


(EB) #11

Yeah, Thanks Mortis, I have no clue how this happened as the base files for this .pk3 were from the files of supplydepot3…must have been mixed in haste.

I guess a .pk3 fix is in order. :sigh:, must be because of the supplydepot scripting curse !!!

Here is the .pk3 for fixing this problem…thanks goes to mortis for catching what the devil made me do.

******additional .pk3 needed for normal working map: Download Here 7 kb
This .pk3 will become a forced download from the server it is on.
It is not a necessity, but rather in your servers best interest to have


(au.Hiroshima>) #12

cheers, once you’ve got it all sorted and the script all working you can release it as a TE version :slight_smile:

We be keen to use it for our ladder, however we still use the original as our players indicated a preference for the ladder rather than the ramps. I’ll put it to them and see what they think of it.

curious, my old account is working again…


(au.Hiroshima>) #13

one thing I noticed with regards to the ladder, it is now not possible to jump up onto the crane gantry. Was this design intentional?

If you want to allow players to still get up there but still retain the safety loop, you could apply ladder qualities to one of the crane supports (obvously one inside the fence!).


(EB) #14

it is possible to get up there, just practice, I can do it without fail. The timing is everything, or you can jump on the side of the cage and then on top.


(au.Hiroshima>) #15

yep I got there eventually, though it’s not something you’d want to stuff around with in a match. Mind you it ss a moot point, as it’s not a good place to be should you need to be revived in a hurry :wink:

a few other suggestions, if this map is aimed specifically at competition then I’d strongly consider stripping out much of the superflous things - destructable posters, small bushes, non-strategic trees, the little megaphones and so on.

I do like the textures you’ve used, the paths on the ground are particularly nice although there are quite a few seams in places. Dare I ask if you’ve tinkered with any North African themes? Oasis style sand dunes and the goldrush road might look interesting :slight_smile:

here’s a thread in our forums on it http://www.gamearena.com.au/games/title/pc_enemyterritory/messageboard/thread.php/3119014


(joeyyy) #16

I can’t get the map to work with /devmap. It gives me an error: “etpro wants ET 2.60 win-x83 Mar 10 2005, not ,” I also tried to make my own server but it gives me the same message. I also tried to open grush and it gave me the same message. Can anyone help me out?

edit: I have ET 2.60.


(EB) #17

reinstall the 2.60 patch


(The Village Idiot) #18

Ok, looking at this map, it looks pretty good to begin with. If it really wants to take off as a competition version though, I think you’d need to change a couple things:

Firstly, remove all the music, radios, and the siren included. These were both found to cause fps drop for some players, as posted on the CAL website here

Secondly, you might consider removing the allied crew-served MG in the allied starting spawn. It might be ok for it to stay, as I believe it is build-able by allies only, but if axis can construct, then many would prefer it removed.

Thirdly one thing that puzzled me was in the axis depot, on the ground level, one of the missiles has now been tipped over. Currently I see no reason for it, as now it is just an obstruction for both allies and axis, and not only can you bump into it easily, but when running or strafing next to it, you can easily get stuck momentarily.

And now the ladder to the controls level . . . Originally, I think the ramp was added in supplydepot2 so that it would be easier to get on top of the crane. As with the ladder and the doorway, you’d have to time your jump just right. I like how you brought back the ladder, and made it wider and slightly off the ground, but I feel as many others do, that the handhold is simply a useless obstruction. Now getting on the crane is slow and can be tedious. I really do not understand why it was thought that it needed to be harder to get there, but I really feel it is a mistake

Finally comes the last that I can see for now. The building above the tunnel exit to the axis spawn. What I do like, is that you extended how far mines can be planted in the tunnel, what I don’t like is the building itself. The wooden platform above the door was useful and an interesting way to camp. Now there’s just a little glitch clip, where if you hit it right and crouch, you can sort of stay there. I think that you should keep the changes with the mine-ability, but remove the building and bring back the platform.

Well, that’s all the opinions of the map I have at the moment. If you can answer some of my questions or give reason to many of the changes, it would be much appreciated.


(EB) #19

Let me start with: NO MATTER what I do, someone will complain. There will always be complainer(s).

->This makes me laugh: I mean c’mon…what do you want…a bare box that makes the only skill shooting ? It has it’s purpose as well as the ladder cage does; OBSTICLE !!! Besides, the crane top is easily accessed if you practice the jump. If you can’t get that jump down from about 5 minutes of jumping practice on it…then u shouldn’t be in competition.

-> So far it seems like you want a private spot in a box that has nothing in your way so you can spawncamp/camp. How easy do you want this to be ? **For it to lack all negotiation of skill besides gunfire would be to make a horribly un-competitive map. Competition is fairly enough stated because the map now contains objects that change the Well-known situations/scenarios. (i.e. the downed tree, the garage, the back building and it’s exit hall and the fallen missile)

As for the speakers/FPS situation you had spoken of…I could agree if the time was 2003 still. This is 2005 and most competitive players are getting 300+ fps. So upgrade your video card or computer, sorry. The fps drop from sound should not be as bad as the 1 and 2 versions.

If you want this map playable the old way…get the old map.


From dictionary.com:
com·pe·ti·tion   Audio pronunciation of "competition" ( P )  Pronunciation Key  (kmp-tshn)
n.
   2. A test of skill or ability; contest

As for the very few texture/shader seams in the terrain…I had to make this map under strict haste as I have been ridiculously busy with other things in my life. I wish I had the time to make it perfect but I do not.


(SCDS_reyalP) #20

Most competative players get 300+fps ? Lol, that isn’t remotely true. Note that it was competetive players who tracked down that bug in the first place. Removing the radios wouldn’t hurt the map at all, and if it makes playable for more people, why not ? Its a trivial change.

The fact the radios cause some people a factor of 10 worse frame rate makes me think it is far more likely to be a bug or limitation of the game, rather than under powered systems. Telling people to upgrade their systems to work around defects in your map is :clap:

joeyyy :
Etpro 3.2 does not allow listen servers (hosting maps and playing with the same instance of et). You have to start a dedicated server and connect to that. This is a known feature/issue, and no, reinstalling the patch will not change it.