Quotidian [Playable Alpha] :: [We Need You Server Admins!]


(Avoc) #1

Hey people,

Sage and me got a working, and nice looking, playable, explodable, train-ridable, version of the map “Quotidian”,
You can try it on my test server here: 78.47.129.218:27980 or avoc.eft-clan.com:27980

EDIT: IT IS NOW ALSO PLAYABLE @ eftclan. Just type /connect etpub.eft-clan.com in your console.

The map is more or less a prequel to fueldump storywise, but gameplay is pretty much like Oasis during winter with ridable tugs.

The allies start out by having to capture the trainstation where the axis spawn, they can destroy the barricades to secure it.
There is also a sideway which can be accesed by having a cov-ops open the door while in disguise.

The main battle ground will be around the house in which the CP is located. By having the CP constructed, you get a spawn-point for your team.

The allies can either chose to go headon and destroy the trucks by removing the gates,
use the sewer system to get below the walls and up right next to the north fuel truck,
or use the trains to get to the 2nd trainstation and sneak in the open gate and destroy the south fueltruck, the allies have many possibilites.

The axis should focus on keeping an eye on their weakest link,
which is the south truck. Plant mines around the trucks so you know if they go off that someone is about to plant dynamite.
Keep pressure on the CP house as this is the closes thing you get to a bottleneck, and keep an eye on the trains below.

It might sound a bit complex, but really, its extreamly simple and there is lots of room.

The map was designed with 32 players in mind, it will be interresting to see if it can support more.

Alpha Testers, I would like you to keep an eye on the slightest mistakes, bugs, glitches, errors and whatnot.
Take a screenshot of it and post it in here. You can also comment if there is anything you would like to see or maybe even remove.

Server Admins, I would like to hear your thoughts on how you think the gameplay is.
Do the axis have it too hard/easy? Do the allies have too many routes to the trucks?
Do the players on your server enjoy the map, or are they hating it, and in that case what do they dislike?
I would also like you to send me the IP of your server and tell me the time where usually most people get on and which timezone it is so I can take a peek myself :slight_smile:


Next Version will have:
The final detail to the buildings that only have texture applied. (windows etc)
Tank Combat will be finished
VO sounds will be added
Tug Sounds will be added
Tank sounds will be added
Objective Icons will be added


(89blitz) #2

Looks like a nice project :wink:


(-SSF-Sage) #3

Well actually the biggest battle has been won, atleast for me. But still, the war is on ;).


(stealth6) #4

been playing it a bit, in the sewers the barrel of fire has water in it lol! so no fire, EDIT: went there again with sage to show him and magic! suddenly there was fire :S

where the allied footbridge can be built is missing some texture there is caulk in the window where it reaches, ad you don’t need the footbridge cause you can just jump from the debris on the floor into that window…

and by the trainrails 2 textures overlap

the tree by the first gate that is blowable by allies spawn isnt clipped, bt be careful how you clip it cause otherwise you might be able to use it to jump over the gate?

backwheels of the truck outside the captureable spawn in the train station aren’t clipped

haha lol the command post that is in the house in the middle of the railway if you climb up the ladder into it on the top floor there is a command post well the command post is next to the clip brush!

The truck in this photo on its side is not clipped in the middle between the wheels

on the left of the train station is a fence that you can jump over if 2 people stand on eachother not visible in this screenshot, but it is on the left of the trainstation (screenshot is so that u know what I’m talking about)

still searching


(-SSF-Sage) #5

Thx stealth. I noticed the cp thing and noted him but he wouldn’t like to recompile it (3 hours). And the idea of footbridge is to give another way to get to the cp house. Atleast that’s what he told me. :lol:


(Loffy) #6

Woa, will download tonight at home, to test this nice looking map project.
More feedback to follow in other words.
Over and out //Loffy


(stealth6) #7

my feebback is done sage came a messed it up shooting and stuff :P:P only joking :stuck_out_tongue:


(system) #8

That map looks really cool, especially the water effects (and the graphics generally offcourse). The driving trains are really fun to drive, especially when the enemy comes on the other train, and throw grenades at them while they pass :slight_smile:


(Avoc) #9

Glad that you enjoy the map :slight_smile:

Most of the bugs stealth found have been noticed and will be dealt with ofcourse. The two things I’ll keep an extra close eye on is the footbridge to see if its necessary, and the fence. The fence was meant to be climbable by two working together, but I reckon it will be hard for 2 allies to work together while there are a bunch of axis troops defending the road. :slight_smile:


(AnthraX.etat) #10

I had tested the map on your server today.
The graphic looks very very nice and the animations (water in tunnel) are very good.
That map is really so big (nothing for 6on6 ^^) and playable up to 50 players i think.

I have noticed a few failures in textures but it´s an alpha release.

You can find a mirror here:

ETat

Wolfmap


(S14Y3R) #11

Looking good :slight_smile:

If someone gets this on a pub server post an ip :smiley:


(Fynbos) #12

Ok, as asked by some of you, here is my “its running in 10 minutes at our second server” notice.

IP: et2.kernwaffe.de
(You know, that you can enter that instead of 83.141.24.111, right?) :lol:


(Avoc) #13

Thank you, will pop up now and then.


(Fynbos) #14

Ok, map was tested 3 times, on a NoQuarter Server 1.1.0 with 41 players max in third round.

Ok, we found so far:

  • a tank model was missing (first pix)
  • no objective desctiptions (no pix)
  • no objective icons in the command map (second pix - orange boxes)
  • one of the command posts could be gone into (no solid model)

The map lagged to some players a little tiny bit, but that was explained by so far missing hint fields and vis optimization.

Some of the players requested, that the roofs of the housed might be used more as ways.
Once player wanted to have the Kuebelwagen drivable.
I also would like to see a “tuuuut” sound added to the train :smiley:


Dont gimme credits yet… we are not done yet.
Rather do the next version and gimme a call here :smiley:

~edit~
Ah, one more request:
Please name the mapname also with different names for each version.
You alpha we tested is named quotidian.bsp.
Now, if you name the next map also same name, some players might get problems, if I recall that right.

Also, you named the pk3 file with a capital Q and A
“QuotidianAlpha.pk3”.
Never name files with capital letters, if you want to run them without any problems on unix servers.

Why not name it:
quotidian_alpha.pk3 and quotidian_alpha.bsp
quotidian_beta.pk3 or quotidian_a2.pk3


(-SSF-Sage) #15
- a tank model was missing (first pix)
- no objective desctiptions (no pix)
- no objective icons in the command map (second pix - orange boxes)
- one of the command posts could be gone into (no solid model) 

Already being fixed. We will not see any drivable kubalwagons (they are explodable with like 4-6 nades…), sry mates. :wink: Anyway we appreciate it and thank you again! We consider the rest.


(Fynbos) #16

Heh, posted the same time.

Here, I added that to the post while you answered.

Ah, one more request:
Please name the mapname also with different names for each version.
You alpha we tested is named quotidian.bsp.
Now, if you name the next map also same name, some players might get problems, if I recall that right.

Also, you named the pk3 file with a capital Q and A
“QuotidianAlpha.pk3”.
Never name files with capital letters, if you want to run them without any problems on unix servers.

Why not name it:
quotidian_alpha.pk3 and quotidian_alpha.bsp
quotidian_beta.pk3 or quotidian_a2.pk3


(Avoc) #17

Yes, that will be the case :stuck_out_tongue:


(Fynbos) #18

Any update yet?


(-SSF-Sage) #19

Released b1.

Splatterladder+downloads.

Map is running on some rotations. :wink: I don’t have any clue when there will be or will there be another update. But I think we might get something later on.


(Avoc) #20

There will be some updates and a b2, but not yet. Still need to see it played some more.