[RELEASE] Construction Site b1 (community Map)


(SebaSOFT) #1

AWSOME NEWS!!!
The First community-made, open source, map for Enemy Territory: Quake Wars has reached Beta 1 for public testing.

CONSTRUCTION SITE

PLEASE DELETE ALL PREVIOUS VERSIONS OF THE MAP / MEGATEXTURE

Storyline:
This is not the first time the Strogg were here on Earth. A scout ship landed near what’s today the
remains of Rio de Janeiro, Brazil. The Strogg drones gathered vital intelligence about the activities
in the zone, but they were persecuted and annihilated. The Strogg mother ship sent a battalion to recover
that intelligence, stored in a data brain that the GDF discovered underground. The orders were:
-Retrieve the Data Brain and transmit it through the communication hub at any cost-

UPDATES:[ul]
[li]Brand new first Objective (Hacke the Generator Console)[/li][li]Brand new (now) fourth Objective (The University)[/li][li]Brand new Forest, with mist and all[/li][li]Grass! and lots of Trees[/li][li]New Strogg forward spawn in the city[/li][li]Now bots use vehicles[/li][li]Air Vehicles for the last Objective[/li][li]Heavy Vehicles for the last Objective[/li][li]All the reported tweaks were handled/corrected[/li][li]Shipyard is back[/li][li]Some mushrooms too[/li][li]Mine kart![/li][li]Performance tweaks galore[/li][li]much more…[/ul][/li]Screenshots:

Objectives/Modes:

Strogg:[ol]
[li]Hack the Generator Controls[LIST=a][/li][li]Capture the forward Spawn at the Tunnel entrance[/li][li]Blow the Fence to gain better access to the Site[/ol][/li][li]Destroy de Subway Barricade[LIST=a][/li][li]Capture the forward Spawn at the City[/LIST][/li][li]Capture the DataBrain[/li][li]Trasmit the DataBrain from the console inside the University[/LIST][/li]GDF:[ol]
[li]Don’t let the Strogg hack the Generator Console[/li][li]Defend the Subway Barricade[/li][li]Protect the DataBrain Room at the Shopping Center[/li][li]Don’t let the Strogg transmit the DataBrain[/ol][/li]Download:

[ul]
[li]Official Google Code Page[/li][li]QuakeCenter Argentina Download Page (PK4 only)[/li][li]Wolfmaps.com[/ul][/li]Links:

  • [li]Official Google Code Site (this map is open source!!!)[/li][li]Official thread (chears here)[/li][li]Nexo Repo of assorted stuff…[/ul][/li]How to install:
    [ol]
    [li]Uncompress the .zip file <ETQW install dir>/base folder[/li][li]Start the game[/li][li]Enjoy the map off-line and on-line[/ol][/li]If you have ETQWPro, you will only need the .pk4 file

    Servers using this version:[ul]
    [li]213.236.208.185:27733[/li]
    [li]78.46.87.51:27733[/li]

Credits:

id Software - www.idsoftware.com
Splash Damage - www.splashdamage.com

[ul]
[li]Initial Concept and co-ordination - SebaSOFT[/li][li]Bot Support - Donnovan[/li][li]Localization - SebaSOFT, Violator[/li][li]Map & design - Donnovan, light_sh4v0r, SebaSOFT, Shirosae, Violator, Twitch__, Whiteaden[/li][li]Models - Donnovan, Violator, light_sh4v0r, Shirosae, Twitch__[/li][li]Scripting - Donnovan, SebaSOFT, Violator[/li][li]Sounds - Violator[/li][li]Terrain & Atmosphere - Donnovan[/li][*]Textures - Donnovan, SebaSOFT, Violator[/ul]


(stealth6) #2

cool initiative, making a community project :smiley:


(AnthonyDa) #3

Here is a copy of my last message on etqw’s forum before it “crashed” :

[QUOTE=Donnovan;488906]
Anthonyda also seens to hate this map, he allways ask for no defend so game can change to the nex map.[/QUOTE]

I’m ain’t the only one, trust me.

I’m following this thread since it has been created and I saw how it was done : badly.
You made some random building following the “consite” theme and then put them together so it (might) looks pretty, but the overall gameplay is broken like a grandma.

First, let’s talk about the overall map, it’s fully balanced for GDF, you can’t win as strogg unless gdf teams are brainless monkey.

The first objective has a nice forward spawn as strogg which actually slower you because you are rewarded by leaving all available vehicles at the base.
If you don’t like vehicles, then make a tiny map (ala maridia/comm link/…), don’t make something huge and crappy like consite.
Then, if you managed to reach the objective (after multiple minutes running or if you used the vehicle drop reward) you are ever killed by the 2 apt in the front of the objective who can see you from miles (because you made a vertical entrance to reach them, you can’t hide) or you have the whole gdf team taking 2/3x less time to reach the objective or the AVT waiting for your hog at the back.
Also, there are only 2 hogs are start, so only 4 stroggs can play the first rush, other are doomed to run into forest and enjoys running like if they were playing ponney game on the Wii.

For the 2nd objective (yeah we have flyers … ho wait, most part of the objective is indoor !), you have to destroy the useless fence, helping gdf a lot to deploy the magical APT and be really prepared to play duck hunt because strogg can be seen from miles and can’t shoot together at the gdf because of the road going down and it’s barricade/undestroyable fence, where gdf can shot together.
Also, why do you die as strogg (maybe gdf) if you are too close from the 2nd objective before 1st one is complete ? You are removing the only way to win this map, by a quick plant. (and btw the electric field stays here forever, even after the 2nd objective complete).
And btw you can trickplant as strogg with icarus and gdf can’t disarm it, nice !

For the 3rd obj, you have to walk dozen miles to reach the databrain (just take a look at official map, you are spawning at least twice away from obj on conshit). Then if you ever reach the objective before falling asleep, you are, once again, fully awaited by gdf, there is 1 corridor from the tunnel where you get killed from miles, and another corridor from stairs where it’s too narrow to avoid mines/grenade/shoot).
For GDF, as you are spawning other objective, it’s quite impossible to loose map. YES it does change after databrain is picked but still, it’s a huge avantage for many minutes.

The megatexture seems to be broken too, you can’t frag strogg with the tank, you always miss it because mega isn’t flat enough.

Also, I really dislike the fact that strogg can go over building and hide, AFAIK it doesn’t happen on any official map.

I’m not even talking about the shitload of useless building around the map, “Who wants to make a duel into narrow corridors ?”, they aren’t here for gameplay purpose, only because you make “random mapping” instead of “concrete mapping”. Even base spawn on lolcano is more usefull.

Almost everything is ****ed because you tried to separate the work and put all buildings far from each other, it’s not a whole map, it’s multiple tiny maps who aren’t fitting together as it is now placed in current public version. And it looks like the beta testers are the players and not the modders first, are you trying the map (and gameplay) together before releasing public version ? Because even if public version are also here for testing purpose, they seems to be really broken. We found manys bugs after 2mins of gameplay test (look at the opening door near 1st gdf spawn, you can see through some part of it).
Please remove the spawn from 10km in the sky, try to reach what ALL others maps are doing because they are doing it nicely, it’s not too long or too short.
And I must be forgetting many many things who are wrong on this map …

Still, I’m not against FEW funny elements and easter eggs on map, and I like the green floor for deployable spot, and it could have been worst, you could have put an MCP into “this”. :dance:


(Donnovan) #4

Let’s leave this here like a big gift i will never had!

Thanks Anthonyda!!!


(Donnovan) #5

Seba, i’m back. Will update SVN and see last changes since Beta 1… on saturday, sunday.

There is any place for discussion?


(SebaSOFT) #6

Thanks AnthonyDa for your “constructive” feedback, I don’t think you would like the final version of Consite anyway. I took notes but you should just move on, lol.

Don, We could start another “Dev thread” in the mean while… I will merge threads when the forum comes back. Also, we can use the Google Code Bug tracker as a todo list. Those will keep the “community” and “openness” spirit of the Project.


(.Chris.) #7

While maybe not put across in the most civil manor AnthonyDa does raise some valid concerns, a lot of which I already posted with suggestions on the old forums. I seem to remember violator had pretty good idea on how best to take the map forward to make it enjoyable for everyone


(SebaSOFT) #8

Violator took a lot of heat from the community, and we understand that there was some unfair posts up there, that do not do anything but dynamite the will of the custom mappers to do stuff. We can’t blame him for stepping out.

You know that Chris


(Violator) #9

Chris was saying I had some ideas to improve the map, need to find that thread as I can’t remember what they were after all the xmas booze but I vaguely remember adding the post-barricade strogg spawn above the subway barricade and having tunnel roof collapse so strogg didn’t need to spawn in the consite (a pit with only one way out in the direction of the obj - fence doesn’t count), giving them option of going down into the subway or onwards thru the town.

Tactless as a brick to the skull our AnthonyDa is god bless if you read past the venting he does make some valid points but most of it has already been said re vehicles, long spawn treks etc. If we were to do another map I’d lay in the basics first (objectives, spawns, vehicles, territories, deployspots etc. basically everything but brushwork / models ) and release that to test to a select few. Get the distances, balance etc. right before even thinking of adding a single brush. We did it the wrong way round unfortunately as brushwork is the bit everyone likes to do.

Edit: found the cmd map with the larger bay and new spawns Chris was referring to (sorry for size):


(shirosae) #10

It was probably inevitable with this being the first group project, and how it started with the construction site thingy first with everything else coming later.

On the plus side, pretty much everything we have is modular, so it’s not like it’ll take a massive effort to move our big blocks of stuff about.

Next map I might stick to doing the concept work though :tongue:


(pazur) #11

Everyone creates the map first and then adds the gameplay elementes like objectives, spawns, vehicles, territories, deployspots later… releasing a map containing just this basic elements would probably look pretty boring. I can only think of a something like a “closed beta” where people play to check the balancing.


(.Chris.) #12

Not really no, what you need first and foremost is a plan, a plan that details the objectives, spawns and routes between. In case of ET:QW maps, if gunna use deploy spots, a rough idea of where they will be located be good, and consideration for what vehicles if any should be available at each stage.

Then when you start building the map you should really start by getting the objectives working first and work towards placing the spawns and getting the routes in. I typically do this on a stage by stage basis, get one stage done in this manner and once all in do same with next stage. Maybe even release alpha version to few people after each stage done.


(SebaSOFT) #13

all this discussion would make a great mapping tutorial IMHO :smiley:


(AnthonyDa) #14

To me it’s just common sens to think how the map must be designed first and then create it, just like anything you are supposed to create, think first, build it secondly, not the opposite :stuck_out_tongue:


(SebaSOFT) #15

We have months of discussion prior to alpha 1, you really think we threw something without giving it a tought? What would be your approach to a “community conceived custom map”?


(AnthonyDa) #16
  1. I wasn’t replying to you, maybe I should have quoted pazur’s post but I’m blaming this forum for not having a multiquote option (or it’s well hidden).

  2. I don’t know why you are feeling “attacked” by my post …

  3. I did read thoses conversations, and yes you put things randomly on the map, it’s really far from what any other modder/mapper done before, in etqw like w:et, every great map were well designed and put on drawing first.


(SebaSOFT) #17

I didn’t feel attacked, just asked a question. You didn’t offend me or anything.

We have lots of drawings in the original development thread, I mean LOTS of drawings.


(Donnovan) #18

Yes, we had lot’s of drawings. See, empty map, just some straight walk cost meassures.

I can say the only bad thing was everyone doing the same thing. Sometimes was hard to reach a consense.

I’m really good doing things alone, when joining forces i prefer to help on the operacional.

For a next map i will only do isolated bits.

And… if you don’t like your boss in work, just don’t be like him here :smiley:

Liderance is a sacrifice! A deadly and fatal sacrifice!

Seba for president, shirosae as Director and me as employer… for next map :D:D:D:D:D


(Stroggafier) #19

I’m guessing that because of its size and spaces, it was meant for 12v12 or higher matches, maybe even 24x24? Perhaps, on 6v or 8v challanges, the open spaces become a cause for…“stress”. :slight_smile:

Thanks to the effective bot scripting, its the best SP playable map in the community!

If still looking for suggestions:

  • map objects littering the streets could provide places to dodge GDF bullets (burned out cars, trucks, broken road surfaces, etc) and prevent Strogg vehicles from bee-lining to the objective.
  • Trees blocking the highground vis lines for snipers would require them to move closer.
  • lighting spots where GDF like to hide would help the Strogg
  • allowing slightly greater number of turret locations would help even the odds.
  • of course, tightening up the scale would change all of that also.

(SebaSOFT) #20

Sorry for the bump, but new custom map server :smiley: