maybe the door bars could be build and destroy by both teams
Rhine Bridge, released!
Nice map, its got some really nice touches like the ruins on the allied side, the ammo/health cabinets split on the allied side and some nice broken details to the axis buildings. A couple of suggestions:
- The Health/Ammo cabinets not showing on the command map.
- The axis starting with a Health/Ammo cabinet in their spawn area.
- No allied forward spawn point. Its a long way to run the whole map if you die as Allies.
- The bridge seems to quick/easy to build. Probably would nice if multiple stage. Or Allies need to use the mine cart to bring supplies to build the 2nd stage of the bridge.
- Zfighting on the constructed section of the bridge.
- The initial construction marker on the bridge seems to be some rubble. I thought it was some detail on the bridge, not something to threaten with my pliers.
- The caves seem too linear and right angle in design. The caves path need to be more organic and irractic.
- The german nazi symbols should be replaced with RTCW wolf logo’s.
EDIT: I forgot to mention one really cool thing … the map voice-over, damn lovely touch! 
Look forward to the next beta.
Sock
:moo: z0r
I was mostly going to say things that sock has already said, so that’s saved a bit of time. First thing that struck me about the map is the lighting - everything seems either very dark (probably too dark IMO) or very bright, with nothing much in between, it just needs a little love and attention 
The Allied spawning area looks cool, but at the same time perhaps a little too random and disorganised in its layout to be convincing as a military construction - leaving the start area seems to be a task in itself! I think some more clearly defined steps/ladders in and out of the trenches would be good, rather than dirt ramps that need a jump at the top. The ruins and all the junk lying around are certainly a nice touches though.
The sliding doors really open ridiculously fast, like those doors in Star Wars that must account for dozens of entries in Imperial accident books (“Trooper LV426, toes squashed by door; Trooper THX1138, shoulder bruised by door…”), I think they should be slowed down, or better yet replaced with rotating doors which will look better anyway. Also, the same door textures are being used on both openable and non-openable doors in different parts of the map which is confusing. Pick a texture for opening and a texture for non-opening and stick to it throughout the map, or you could follow Radar’s precedent of having little red signs on non-opening doors.
Finally, one of the artists in our office was looking over my shoulder at your level when I opened the command map. He flinched and staggered away groaning! That’s a bit harsh, but I do think that the curling corners are actually detrimental to the command map’s overall appearance - it’s fine apart from those.
So to summarise:
What sock said.
Dark.
Clearer routes in Allied spawn.
Doors.
Command map.
Overall, it’s a good map, I hope you decide to tidy up the rough edges a bit.
nice map but it is to easy for the axis to defend i never won a game on this map as allies
and there is no need to build the bridge because you can jump to the other site withe a normal sprint jump combination
Tnx for all the conrtuctive critics, i will do a Final version. It has some majot problems like the spawnpoints, i suppose i missed something in the entitys. They all start at one single spawnpoint.
I have played it on several servers, and the Allies really needs true teamwork to succed. So i guess i´ll have to make the map more even. I though that the AXIS side of the bridge would be spammed to pieces by fieldops, but it seems that there is to few playing FO to make it happen.
You more you tell me what u think should be altered the better next version will be.
I will leave the map for a couple of days to let the players get used to it by playing it some more before releasing next version, i am already on to the fixes!
Tnx alot again!!!
Nother server running Rhine - part of a 7 map campaign:
(192.104.107.73:27970)
<3-land server (Go iowa.)
There is an invisible hole here : http://mapage.noos.fr/poorme/et/2003-07-16-163917-rhine.jpg
If you jump here, the only solution is /kill
Drakir,
If you’d like some new custom sound effects let me know,I’ve had a little bit of experience with ET on doing some sounds for the game :drink:
Cheers
Drakir, keep working on this map because it is very promising!
I am sure your final version will kick butt.
As someone else mentioned I would love to see the lighting improved a little once you get everything else ironed out.
The thing that struck me that needed the most work lighting-wise was the tunnels. Get some pools of light in the tunnels coming from fixtures on the ceiling. It should be fairly dark. Also the challenge of not knowing if it is an Axis or Allied player in the distance because of the darkness may add a bit more interest.
Pardon my crude and very quick Photoshop mockups of what I mean below :


Perhaps even get some colour contrast working for you. Make the sun outside blueish and the tunnel lights warm (ie yellow/red like I did in the bottom image).
Don’t get discouraged. This map is coming along nicely. Thanks for your hard work! :drink:
Now available on ND80’s new map server too… vote
for it if the map gets changed (trainyard and mp_sillyctf
also available).
ADDRESS PLAYERS MAP RESPONSE TIME NAME
66.98.130.98:27964 1/30 rhine 0 / 0 shrubet [ND80]New Maps
SiliconSlick
Drakir, this is a very cool map to be sure. I can’t make any mapping suggestions since I’m clueless, but I think the Allies could use a forward deployment to capture, (or maybe just use the command post)?
Anyway, just remember that the reason you’re getting all these ideas is not because you did a bad job, but because you did such a good job that people would like to work Rhine into regular rotations. :drink:
:banghead: i can’t believe u put gold in the cave and didn’t put it as pat of the objective :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: + i can’t take it lol 
Drakir,
Like others have said, keep working on the map. There can be a better balance between axis and allies, just needs some work.
I think the tunnel lighting idea is great. You generally don’t want to shoot first and ask questions later (although a lot of people play that way) but it would make it more interesting.
There probably should be a flagpole you can capture in the room next to the cmd post so that allies can spawn there once they’ve captured it.
The current allie spawn stacks the people so sometimes you get stuck waiting for people underneath you.
Keep up the great work. Looking for an improved version soon!
I have the map running in a custom campaign on my server.
63.210.56.85:27960
32 player (4 private)
Eastern US (Washington DC area)
Wolfshanze campaign…
Rhine
Radar
Oasis
Goldrush
Works well…Dyno objective, capture objective, Dyno objective, capture objective…
Drakir…If you need a pub to test any future versions of the map, let me know.
mmm in my opinion (and pretty much every one elses) it needs a forward spawn. without it it, allies need to move 10000000 miles to get to the objective, die and start again. w00t.
also, the trenchbattle doesn’t happen 
the forward spawn needs to be capturable by both sides whenever 
is there any reason that the map would try to download even if it’s been installed?
Basically someone installed the map into the etmain folder but when he tried to connect to the server running the map it tried to download it again?
Anyone got any suggestions?
Cheers
JP
UK Server running:
slick.blitzhosting.co.uk:27960
20 max clients. I havent played this map, so someone let me know how this number works out!
I’ve only played AXIS side so far, but here are my opinions.
Right off I want to say, it was fun!
I played about 6 games last night on the axis side and axis won every time. We had a few axis manning the command post building, a few by the cave and tunnel exits and we had 2 engies and 2 medics and 1 Field Ops at the axis end of the bridge at all times. I was one of the bridge engies.
Even with field ops spamming the area, we had enough places to duck and cover to stay alive enough to get a medpack fix from the meds. Allies seemed to be at a disadvantage. They used Covert Ops (a lot) but we managed to keep them under control.
They could build the bridge quickly if they made it that far, but with two engies planting dynamite to undo it, it was quickly undone.
We noticed that axis was at a severe disadvantage when going on the attack beyond the tunnels near the allied spawn point… so after a few tries, we no longer bothered… we just waited… It’s an axis tactic that this map supports quite well. Sadly, this means that all that nice mapping beyond the tunnels gets somewhat wasted and only serves to separate the allied players after a spawn.
The axis spawn point stacking thing did cause a few hot heads to start killing team mates to “get them out of the way” so they could “move”. Not quite the behavior you want to see from your team mates.
About the axis spawn and the ammo and health racks… I think they are too close to spawn. If they were just a little farther away (and out of the way) the folks closest to it at spawn time would not just automatically take all available ammo, leaving none for most of the team. If it were in one of the other out of the way rooms it might not be such a temptation to hoard ammo and only get it when you needed some (like on Oasis).
I also agree that the allied MG across the water needs to be built or destroyed.
In general, I think there should be more constructable items and the bridge should be harder to build. (I think maybe it should also be constructable from a location other than mid bridge…) I’t pretty easy to frag the poor allied engie.
Thngs I love… 1) The Bridge itself 2) The water 3) The Command Post Building.
Things that freak me out… The Doors. 
Pete
Hi. I’ve played the map and it is very nice! The rhino servers are in my favorites now.
A few notes:
It seems like the allied side is more suited for defense than the axis side.
The Axis side is kind of cramped a bit for any serious defense.
That’s about all I had to say.