Praetoria-Mission Two: Hell on Wheels


(Diego) #41

[QUOTE=Pegazus;195093]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. :([/QUOTE]

LOL. Been working on this map for two years. That’s not exactly fast. I just want it to be done so I can get back to Mission Three. The dumb thing is, Mission Three contains all the stuff that I originally started this map with about 5 years ago and I’m just now getting it playable. Since I didn’t know what I was doing when I started mapping, I keep making things too big and detailed so eventually, they won’t compile and I have to split them. I probably should have finished that one first, but I kind of had a brain fart and couldn’t think of a good way to modify the objectives for it after I split it in half.

But look on the bright side, you get a bonus map.

I just ran a test compile of Mission 3 last night. That’s the first time I’ve done that since I split the map in half and made them all stand-alone pk3 files. It shouldn’t take me too long to get it back in playable order. But now that I’ve chopped off all the bridges stuff outside the Arched gate, I’ve got to build a new path for my truck to get out and make a new final objective. That might take a while. But I’m leaning more towards releasing a Beta version of this one without the final objectives to get some earlier debugging from you guys.

But first up is the night time version of Praetoria one. That was has a better frame rate so I suspect more servers will run that one given the choice. I’m hoping to get a good compile of this one early next week.


(Diego) #42

FYI: Download locations for version 1.1 updated in the first post.


(Pegazus) #43

LOL. Been working on this map for two years. That’s not exactly fast. I just want it to be done so I can get back to Mission Three. The dumb thing is, Mission Three contains all the stuff that I originally started this map with about 5 years ago and I’m just now getting it playable. Since I didn’t know what I was doing when I started mapping, I keep making things too big and detailed so eventually, they won’t compile and I have to split them. I probably should have finished that one first, but I kind of had a brain fart and couldn’t think of a good way to modify the objectives for it after I split it in half.

He he, me and sage are not the fastest workers too. Capuzzo took nearly 1.5 years to this state.
I kinda have the same habit like you do, but i usually focus on one building or area and detail that. I do it too much and when i start getting errors we have to cut detail off which is always a hard thing for me.

I just ran a test compile of Mission 3 last night. That’s the first time I’ve done that since I split the map in half and made them all stand-alone pk3 files. It shouldn’t take me too long to get it back in playable order. But now that I’ve chopped off all the bridges stuff outside the Arched gate, I’ve got to build a new path for my truck to get out and make a new final objective. That might take a while. But I’m leaning more towards releasing a Beta version of this one without the final objectives to get some earlier debugging from you guys.

so it should not take long for us to see the third mission? :slight_smile:


(YourFather_CZ) #44

I really enjoy this map - it has wonderful atmosphere. I love your work with sounds (good to hear those old sounds from RtCW).

There is a lot of eye candy maps but most of them have poor gameplay in small numbers of players. Mission Two is exception and I appreciate its very good gameplay!

I’ve found that Command Post’s clipping is insufficient - it’s easy to be engineered into oblivion. Also that `humiliation’ sound is a bit annoying.


(Diego) #45

Most CP’s don’t have clipping when they are under construction. I have some, but you are right, it is still easy to get engineered.

The “humiliation” is just for stupid kills, like jumping into the generator, staying on the tank when the welding starts, or standing in front of the 6-shooter when it fires.

But I’m glad you like the gameplay.


(TomTom7777) #46

Personally I don’t mind getting engineered if I can’t take the time to read the warning, its just so rtfm.
I have noticed some minor things… the tanks upgraded remapshaders persisting if the map is played again immediately (seen that in other maps, and once the tank is blown it is fixed.) Got blown into the edge of the map in the upgrade pit. I was prone and survived the explosion (with 6HP) but could not move in any way up down, sideways or forwards.

And I have seen the upgrade pit flash the engr shaders even though the tank upgrade is complete ready to be unlocked. A bit confusing that.Update:Ignore the engr shader observation, turns out my bots were not locked out of the upgrade console fast enough.:o

So far Fritzbots like it too, though I am having trouble to balance the teams in my waypoints. The different needs in the map result in teams being of 8-9 bots and that makes it hard to deliver the fuel. If I had a wish granted I would add a sewer exit just in front of the fuel truck so the long deliver through the lake would be easier.

Great map, love the ten hits and you lose.


(YourFather_CZ) #47

Here is fixed CP’s clipping via mapscript for version 1.1.
(works fine with ETPro, NoQ and ETPub)


(Diego) #48

[QUOTE=TomTom7777;195685]Personally I don’t mind getting engineered if I can’t take the time to read the warning, its just so rtfm.
I have noticed some minor things… the tanks upgraded remapshaders persisting if the map is played again immediately (seen that in other maps, and once the tank is blown it is fixed.) Got blown into the edge of the map in the upgrade pit. I was prone and survived the explosion (with 6HP) but could not move in any way up down, sideways or forwards.

And I have seen the upgrade pit flash the engr shaders even though the tank upgrade is complete ready to be unlocked. A bit confusing that.

So far Fritzbots like it too, though I am having trouble to balance the teams in my waypoints. The different needs in the map result in teams being of 8-9 bots and that makes it hard to deliver the fuel. If I had a wish granted I would add a sewer exit just in front of the fuel truck so the long deliver through the lake would be easier.

Great map, love the ten hits and you lose.[/QUOTE]

Yeah, I think Engineered deaths are funny. Everyone is in such a hurry to get to the cp that they are rubbing their wood against it. But anyone that wants to use Father’s map script to fix it is fine with me.

Never seen the Eng shaders flash at the pit before. Most of the testing I do is by myself so I can’t see everything. Didn’t even think about the remap shaders on the tank getting stuck. Not used to playing the map more than once. But yeah, the remap that I use to put the hole in the turret will get back on track fairly quicly.

I’ve never done anything with bots. I don’t like playing on servers with them. I like to play against people. Not any fun to play online against a computer. And I think it must be very hard to get players to start filling in the empty slots on a server full of bots.

I did consider a sewer at one point. But there are really so many ways out of there it seemed unnecessary.
I usually run toward the hole in the side wall, but then detour up those nearby stairs and run through the top floor of the Truck Depot through the archway. Also, I will sometimes run to that small room upstairs that has a window overlooking the courtyard. A lot of times, axis players are so busy looking to the lake and the arch that they don’t notice you running right behind them past the doors of their spawn.


(system) #49

Hi Diego,

we really enjoy both missions and as soon as they start i often play them - even when i am not in the mood to play, its just too much fun and the maps are just masterpieces.

The ‘real’ reason i revived this thread was cause i was asking myself since weeks or months if mission 3 will be completed or is put onhold or something.

Just curious :slight_smile:


(reaply) #50

Looks like the most pro map ive seen to be honnest. Please do make more :). Mr. Map god.


(Diego) #51

I am still working on Mission 3. It has been a little off and on though. These maps take a lot out of me so I mostly work on them when I am not putting in a lot of overtime at work. In an effort to try to get this one finished, I have borrowed some terrain from Radar for the final leg. It will have some of my own twists and modifications to it, but I really needed a faster way to get a road for my truck. That will make this map the biggest one so hopefully I can keep the compile working and the gamestate errors out of it.

I’ve decided not to make a Mission 4. The Parachuting concept that I have in mind for that one will just take more time than I have available to give. If I can’t do it right, I think it is best to just end the series now. Don’t want to make my last map into a “Phantom Menace”. With that in mind, I am trying my best to incorporate the airfield that is hinted at in Mission’s 1 and 2 and hopefully bring the series to a nice scripted closing. But since I am adding this new brushwork, It will be some time before I can get back to the objective scripting. Hopefully, I can get enough done that I can start testing the gameplay over the summer.

But believe me, any interest in the project really helps. When other people are looking forward to it, I have more motivation to work on it.


(Blowfish) #52

Well, I have to agree. One of the nicest maps made for ET… so keep em coming :slight_smile:


(pred4to5) #53

When Praetoria mission two was released, I was starting to make some videos to present other maps for my clan.


(Diego) #54

That was a hoot. I hope you guys have realized you can fire that Anti-Tank gun manually after the tank gets upgraded. Didn’t see any axis trying to shoot the tank after the alarms were sounding.


(stealth6) #55

I think the question is not who IS looking forward to the next release, but who isn’t? :smiley:
These maps are so good how could anybody not be eagerly awaiting the next one!


(shagileo) #56

I truly hope these series will be completed !
Both great and impressive maps, I’m certainly looking forward to the last part


(pred4to5) #57

That was the first time when we played those maps.

Great job Diego! :slight_smile:


(system) #58

Yeah, repair console and bomb the tank :slight_smile:


(nukits) #59

wow really amazing map ! the tank upgrading is pretty cool :smiley: and, good job


(kamikazee) #60

[QUOTE=Diego;224185]But believe me, any interest in the project really helps. When other people are looking forward to it, I have more motivation to work on it.[/QUOTE]You got my attention. Your maps sure are part of the most outstanding community-made maps, so I’m sure mission 3 will look and play right as well.