Praetoria-Mission Two: Hell on Wheels


(system) #21

[QUOTE=Diego;194973]Yeah, I can’t tell you how many of my players tried to get in the repair pit “UNDER” the tank to install the upgrade. But c’mon, isn’t that big square whole in the floor with the required class’s icon in it and the great big Arrow pointing to it enough of a hint? Sometimes not. That’s why I added the “upgrade for dummies” signs to help noobs learn how to do it.

Part 3 will not have a tank. It takes place inside the research facility (it was the other half to this map originally). In part 3 you ride a rail tug and steal a prototype Jet engine, load it onto a truck, and then the truck
will take it to another tunnel leading to the airfield.[/QUOTE]

Nah its really easy, and found out this way the maptime of 30 minutes is more then fair :slight_smile:
(I just know some players who will wait on the tank and say …hey its not moving …but they learn it)

…excided about part 3 as hell :slight_smile:


(Diego) #22

I’ve updated the first post with the mirror dowloads. Thanks guys. I’ll get these fixes in and upload the new version at RTCW files tonight.

Sorry to make you download it twice. But I hate to have stray files floating around.


(Paul) #23

I will also host that file for you, as i’m faster then RCTW and you don’t have to click 20 times before getting the download. Furthermore: This is REALLY one of the better maps since a long time.

Just perfectly made, keep going: I hope i see soon more maps from you.


(stealth6) #24

great work… again hehe :smiley:


(Paul) #25

Wow… Also those magnetic generators are AMAZINGLY made :slight_smile:


(shagileo) #26

About mission 3:
It would be cool to see that tank again, even if it’s just for a little while. It would match the continuity of the storyline.
Otherwise this ‘episode’ looks like something that isn’t really part of the whole thing.
Maybe just use it where allies start off, but they don’t need it anymore… so the tank in Praetoria 3 will be more or less like a prop, a piece of the previous episode.

(just me thinking :o )

EDIT: you see what you’ve done? you created a monster, we’re already waiting anxiously for part 3 :smiley: (well at least I am … ^^ )


(zbzero) #27

Diego i Play ET for like 6 year and i never saw anything like your maps before its ike a Michelangelo Painting, awesome job on these two maps!!!
Like i wrote in your other post i never played mission one before but now with that new version working on my servers im going to add these 2 maps on my publics servers and for sure they will be there for long time!!!
Great job!!!

another link for download:
http://www.haclan.info/wolfet/etmain/praetoria_m2.pk3


(Diego) #28

Thanks for the comments. That generator was originally done in Mission one with brushes and patches. But I wanted to give it more detail. Also, by making it a model, I only have to use one script mover and a changemodel command for the damaged state. With the original version, I had to have several entities that I was turning off and on. So this saves me a lot of gamestate usage.

I used the same technique with the CP. It’s just a script mover that changes models. Only uses 3 entities instead of the 6-8 entities used by a neutral cp in the stock maps.

@shag
You won’t see that tank in Mission 3. But I have in mind a way to incorporate it briefly into mission 4.


(Diego) #29

Ok, these are the changes that I have ready for version 1.1

Script fix added to abort starting sounds during warmup faze.
Fixed typo in the Arena file.
Added missing texture: camocraft_additions.tga
Added custom allied image icons to the TOI entities on the side entrance and side wall to prevent the missing texture bug on the command map.

I have to recompile the map to fixe the command map icons so I’ll upload this version to RTCW files tomorrow. I won’t be changing the bsp name or pk3 name for fixes this small, so you will have to throw out the first version.

If you have any other bugs, post them as soon as you can and I’ll try to squeeze them in before I upload the map.


(Berzerkr) #30

Three things I found:

  1. Hole
  2. Boxes Textures Mirrored (but one is shown correct)
  3. Black Shadow

(Diego) #31

I removed the text from the texture so I don’t have to fix all those crates.
The black shadow actually fixed itself in last night’s compile.
The hole will require another compile to fix. Hopefully the shadow doesn’t come back. I prefer the hole to the shadow.


(shagileo) #32

Well personally I didn’t spot the hole, but the shadow. So yes, if there has to be a choice, then I’d fix the shadow (or choose the shadow fixed compile) , imo
But better would be to fix both :slight_smile: Good luck


(Pegazus) #33

Finally got my hands on this map and i was very anxious to play it after your successful Praetoria mission one so here is my review.


The first thing that was stunned in my eye was the variety of custom textures that blend in perfectly with the sunrising atmosphere. All those custom textures give my eye a rest of the good old SD textures that are in most good old maps we are long known about. This already shows how much thought you have put into your project.


Most of us usually don’t notice the complex structures in most maps, the amount of work that has been put into houses, walls, ceilings and so on. What I instantly noticed was the ceiling of the first allied spawn. All those rusty metal bars that are in there give the right feel of what you are in. I did not have to ask myself where I am, is it a bunker? tunnel. So that is a big plus.


At first I was surprised to see what was going on with the tank, after hearing the alarm i understood that (after reading the info text) AT gun is shooting at the tank. So the map starts off right off the start with action, no long escorting needed. After I repaired the tank i had managed to enter the upgrade room.


At first i read the sign “Tank upgrades for dummies” which everyone should do to stop constant messages of “What is going on? What should i do? and so on” After reading that, the tank upgrading went smoothly. I loved the complexity of the tank upgrade system and repair system to put out the fire. Also this is a good example of how the whole team is needed in a map. Even the most seemingly less needed class soldier in this game.


After successfully destroying the Anti-Tank gun i entered the luxurious drive in road of a “museum” that has been turned into a Axis “palace” ? The outside looked stunning, i stopped to look out for every detail of that structure to examine it firmly. After “5” minutes of looking at it, i stopped the objective and went as axis to look inside.


Inside was a bit disappointing to me, i was hoping for luxurious inside decorating, but what i saw was old dirty wallpaper and few desks. So i was a bit disappointed with that part as the outside looked amazing. But it is well worthy off those few decorations because of FPS probably. Which I can assume can be problem making when over 20 players are running around and artillery is banging every step.


After i was done with that, i got back to the objective, taking fuel is a short action packed distance since the Axis spawn is close to it. So that should be a challenge for Allies? After the tank was fueled i was ready to make my escape. Coming to the door (if i did not know what to expect) i would be curious to see what would be there but we have to wait and see for part 3.


Now some minor things to mention.
The tank has a habit of sinking into the terrain but we all know how hard it is to make it perfect.
Some textures are a bit stretched that give a kinky feeling but nothing much to grant about.


Excellent piece of map work, that shows that an old game that has seen better days can still look awesome in the land of new ww2 shooter games. The map is small but that does not mean it is not action packed. The short routes and new original objectives give hours of fun for everyone. Without seeing the gameplay sadly yet with other players here is my rating (which should not be ever taken seriously)
Rating
4.5 out of 5
Excellent work diego, Mission one was great. Mission two is excellent. Can’t wait to see what is up for Mission three :slight_smile:

Perhaps we all could make a date when we would play with the SD community this map?


(UJERebel) #34

Very nice!!!

I really love the tank upgrade system, nice done, and very nice textures, also, it involves the whole team!

Really congratz, cant wait for mission 3 :slight_smile:


(Diego) #35

That black shadow showed up again in the latest compile. I think it has something to do with the way that surface meets the ground area. So, I’ll try one more compile with some altered ground brushes. It this one doesn’t work, you’ll have to live with the hole.

The compile takes about 5 hours. So I’ll post a new version then.

@pegazus
It’s interesting that you thought of that structure as a museum or a palace. Actually, the only reason that it is even that big is because I was using it originally as a Vis blocker for the back half of the map - that is no longer there. :slight_smile: I did really try hard to keep the FPS higher on this map and I’m actually suprised at how much it improved after I added my hint brushes.

I admit that I get a little bored with interior decoration. But the reason that area is only sparsely decorated is because I have to use it as the axis spawn. The rooms need to be open to allow them to move through it freely. In mission 3, you will get to see the entire facility so I’ll be able to put more stuff in there since it will not be the spawn. But the actual use of that building is a Library. You just can’t get to that part of the structure in this map.

Regarding the Fuel: Yes, it needs to be a short run because of the proximity to the axis spawn. However, I’ve found that I rarely run right out the depot gate with the objective to get killed by the axis emerging from their spawn. Instead most allies will run out through the Side Wall breach, and either Swim to the side entrance and approach the tank from the rear, or they will detour and go through the interior of the Double Arch to get to it. So there are a lot of ways both in and out of the depot. I wanted to make sure it wasn’t too easy for axis to camp like the gold in goldrush. There are plenty of places to ambush the allies in there, but the allies have plenty of ways to get behind them as well.

The map plays really well with smaller numbers. The most we had in testing was 14 and there was no shortage of fighting going on. I have enough spawn points for 64 players, but I wouldn’t be surprised if a gamestate error occured long before you reach that number. Personally I think 24 players is more than enough for any map.

Basically, the axis have two ways to defend, they can sit back and guard their entrances and make it painfully hard for the allies to get that fuel, or they can be very agressive, and deny the allies that CP and make it very time consuming for them to upgrade the tank. But when Axis focus too much attention on the upgrade, they tend to get lax in defending the side entrances and that can cost them when it comes time to defend the fuel. Not to mention you give allies the ability to run all over your base and drop nades on your head while you are manning the gun controls.


(Diego) #36

Latest compile was good. I think this will be the final version. I did NOT rename the file, so if you downloaded once already, throw away the old one.

Version Info:

1.1
Script fix added to abort starting sounds during warmup phase. (Thanks Qualmi)
Fixed typo in the Arena file.
Added missing texture: camocraft_additions.tga
Added custom allied image icons for the side entrance and side wall to prevent the missing texture bug on the command map.
Fixed black shadow on rock wall.
Removed text from Axis crates.
Fixed hole by the camo nets.

I’ve updaded the Download link in the first post with my crappy Badongo download if you can’t wait for the RTCW file to get online.


(S14Y3R) #37

Holy hell this map is crazy whicked! Along with M1! Why doesn’t splatterladder show it yet? If anyone has this in Rotation post an IP, SL’s slackin? :open_mouth:

F’n awesome summer for ET!

Haven’t found any bugs, except why not match your peripheral attachment _tags to the tank_shell instead of the _turret. I remember a thread about that, but can’t remember what happened…


(Berzerkr) #38

If you meant why it’s not in the news of SL, it’s because I waited for v1.1 of this map.

@ Diego:
Wow, you managed it to remove all the small bugs. :slight_smile:


(Diego) #39

[QUOTE=S14Y3R;195082]
Haven’t found any bugs, except why not match your peripheral attachment _tags to the tank_shell instead of the _turret. I remember a thread about that, but can’t remember what happened…[/QUOTE]

There is no tag for the tank shell only tag_turret. So all the other objects shake like the turret does. I could have prevented the shaking by scripting the upgrade rig as a separate object like the cargo bed for the tug in railgun. But that’s a lot of extra scripting work. And I’m not getting paid by the hour. :wink:

@Berzerkr
Yes, and you guys managed to find them all (hopefully all) very fast. My co-workers are great for testing gameplay. They are quick to bitch and moan when things are not balanced. But they are not much help in regards to things like that. So thanks for kicking me in the rear after I got lazy.


(Pegazus) #40

New release so fast? You are a fast worker diego :slight_smile:
Been refreshing the Splatterladder map list to see what servers host it and get some gameplay too. There empty at the moment. :frowning: