Rhine Bridge, released!


(Ark42) #41

I stuck this on my server, its way better then trainyard or sillyctf. Running a 7map campaign now at 64.246.54.6:27969

The biggest issues I think are the yellow squares that show up on the command map, and the fact that its too weighted to axis. The central command post should be a spawn point you can fight over, so that if the axis take it, you will actually fight on the allies side, which right now is kinda unused. The cave stone is great but the axis can never defuse it since its so close to the allied spawn. Also need some more spawn points, whenever a big (10+) group of us respawn at once, 2-3 of us end up stuck in the sky above the map because all 10 of us seem to spawn ontop of eachother as allies.
Keep up the great work, I hope to see more maps as fun as this!


(bogs) #42

i really dig this map. i love the allied side but didn’t fight much on it cause the axis were all lost. really easy (and fun) to fly out of spawn and get to the tunnels.

i think the mg just outside the tunnels should point towards the allies side but give you full range of motion so an allied could ‘steal’ it and use it on the axis base.


(Slippery Jim) #43

is there any reason that the map would try to download even if it’s been installed?

I have the exact same problem. It is extremely frustrating because it is 7+ megs and it overwrites the file I already have.

Map makers really need to place version numbers in their map names!!!


(SittingDuck) #44

Great map! Played it for 3 hours straight last night on our pub server:

)KwK(
207.44.218.126:27960

Everyone loved the map and was asking me to reload it over, and over and over again! lol

Only issue I had with the map was the spawn points being stacked. Other than that, it played great and was a LOT of fun! I played Allies the entire time so I didn’t get a chance on the defensive side…but we won 6 out of the 10 maps.

I thought it was too easy for the allies. With one quick rush they could get the bridge up and then move quickly to destroy the door. The only time this didn’t work was when the Axis had 4 panzers on their side (Seems to be a favorite weapon for people who are learning a map…go figure… :smiley: )

Great use of constructable items…Took me a few seconds to figure out the pile of debris was what I was supposed to be building. But it works the same as any boxes (lying behind it for cover) so it’s a great trade off for origionality over functionality!

This is definately going into our rotation!

Anyhoo, can’t wait to try the next release! I’d be happy to beta test any maps you have and have them on a pub server if you need to see how they’ll work!

http://kwk.cyberseals.net


(=[mG]=Spitfire) #45

I think is cool…but all the map is just fighting on and around the bridge in the open.You might get a lone axis to get into the allied base,or the other way around,but thats all.


(Grattier) #46

Command Post need to be spawn point for allies

Ammos and Medic pack for allies are far one to other

Bridge easy to construct… ( say Reenforce and no needed… )

maybe and other way for allies… on right

( tunnel under water ?? )

Still a really good map :stuck_out_tongue:


(Ark42) #47

remove the cabinets in the axis spawn.

You can get stuck to the right side of the ramp going up out of the water to the axis-only door thing.

The ladder down the side of the building needs to not go as far down, so the axis cant jump up it and wait for you up there.


(BXpress) #48

well, sorry but am i the onlyone who doesnt like this map?
im sorry drakir, nothing against you but i just dont like the design and the lightning and stuff. i like other styles like Fieslings ( www.fieslings-place.de ) one.
I dont have Fun on this map! :disgust:

but keep on workin, im shure u can make it much better! :banana:


(Ozzie) #49

drakir,

I really like this map and I would like to make some suggestions. A forward spawn point (flag) in the radio room, IMO, is needed. As others have said, it takes a LONG time to get back to the bridge after respawn. This could also cause axis to move on the offensive and into the great trenches that you created by allied spawn. Also would be nice if at least some of the crew machine guns were constructable rather then just there.

Again, I think what you have so far is great, keep up the good work, and I look forward to your updates and your next map, whatever it might be.

Ozzie


(Ubiquitous) #50

I was running through it, and it looked pretty good, Drakir. There are a few rough edges here and there, but on the whole, a great first community map. Hopefully this is the beginning of a trend of good maps, because most community maps were mediocre in RTCW. Thanks for all your hard work.


(Pamper) #51

Just played rhine for a few hours, in stopwatch and objective. Here’s what I think:

<u>My favorite part:</u>
<ul>It’s a map where sniper-vs-sniper combat is really possible. ET’s hitbox bug makes sniping weirder than it should be, but really the only places where scoped combat is really important is as allies on battery. (and a little on fueldump). The range is short enough to allow for a mix of MG42, panzer, and sniper fighting. The MG42 can kill faster than a sniper, but snipers have the advantage of mobility. Suppressing enemy MGs so your engineer can work on the bridge is an important job for a sniper.[/list]

<u>Minor points:</u>
<ul>* Some places are a big framedrop. Occasionally when you’re on the bridge itself is bad. Also the radio room (with all the squeaky doors) has poor FPS. (That whole room could be simplified- you hardly have a reason to go there)

  • If you leave axis spawn through the door onto the river, and fall down while hugging the wall to the right, can get stuck on a little triangular bit of rock+wire. Can’t jump from there, or move either.
  • As noted by Sock, the cave should be more “organic”. True, that thing is a mine and not a natural cave- but miners are still following veins of mineral that don’t go in straight lines. The cave’s gold is a nice looking (if pointless) touch, but the “blue room” just looks odd.
  • Maybe the dirt between the traintracks should be higher up. If there are landmines between them, they’re very hard to see! Also, it seems you can plant mines a little onto the bridge.
  • The curly corners on the commandmap are an amusing touch, but poorly rendered (metallic silver??). If you want to emphasize that the battlefield doesn’t take up the whole map, then you can drop some other objects over the sides. Some kind of military paraphenila: A manilla folder, a telegram, a code-book, beret and dog-tags, etc.
    [/list]
    <u>Major endgame problem:</u>
    <ul>The endgame is too biased towards Axis. (Hey! Kinda like goldrush is!!!) Like goldrush, there’s an objective far, far from the Allied spawn, which they’ve got to PASS the Axis spawn to reach. Until goldrush, they don’t have the option of spawncamping axis to suppress the defenders. The really critical objective should be fixing the bridge- once the bridge is built, the Axis should have to destroy it immediately, or risk quick defeat.

As it is now, if the door bars are in place, axis barely needs to worry about dynamiting the bridge (which is an easy job for them anyhow). They can just sit back and kil.

To fix this, I suggest primarily moving the Axis spawnpoint. There’s a big empty room in the northeast corner. Give it one more doorway (to prevent blocking + spawncamping), and let the Axis spawn there. This way, when Allies attack the bunker door, they can try to block Axis reinforcements from reaching it (possibly with a nice airstrike). The health + ammo should be left where they are. That’ll make the main building an important place to defend from, but you’d have to run up in there. (And coverts will like to sneak in to steal supplies before backstabbing gunners).

Another part of the fix could be making the door-barricade a 2 part fence (like defenses on fueldump). That way, if it gets double-satcheled, Axis will need longer to fix it.
[/list]

<u>Wasted map problem:</u>
<ul>The map has this gorgeous pile of ruins, dirt trenches, and MG towers, but no reason for anyone to fight in them! (Unless 1 or 2 axis feel like spawncamping a bit). All official ET maps use a multi-stage feature to shift the combat focus from one point to another, making them like 2 or 3 maps in one! You should try to do something like that. Create a new spawnpoint in the center (somewhere near the commandpost, but in a new room). Let the Axis spawn there initially to defend their building by firing MG towers at Allies in trenches. Then when that point is conquered, the Allies can begin spawning there, and have a shorter walk to the bridge area.

There are many ways you could achieve that effect- I’d recommend something like Oasis. Make the central spawnpoint contestable, and put a barricade in the middle of the tunnel which can be dynamited to permanently claim the spawn for Allies.
[/list]

<u>Random thought</u>
<ul>I wonder what would happen to the gameplay if you added fogginess like on railgun? Ruling out sniping would totally change the map. Something to think about[/list]


(Yogota) #52

Erm… O_o; Am I the only one getting a Bug when trying to run the map? WolfET always yells “VM_Create on game failed” at me… same for crap…err…trainyard. O.o;


(PPS.c4!) #53

good map :smiley:


(Slippery Jim) #54

well, sorry but am i the onlyone who doesnt like this map?

The reason you don’t like it BXpress is because you are making your own Rhine bridge map. There is more than enough room for a hundred bridge maps in the community. :bash:

All maps need tweaking after they are released especially once you get a server full of people playing the map and people start doing things the map maker never imagined they would do.

Besides the lighting the other thing I would love to see modified is the trenches on the Allied side. I feel a little small in them, lol.


(BXpress) #55

oh yes for shure :rofl:


(DeAtHmAsTeR) #56

[quote=“BXpress”]

oh yes for shure :rofl:[/quote]

hahahahahahaha!!! quality :slight_smile: :blah:

rhine map is too axis biased. allies need forward spawn point . ie. a new building to build a command post which turns into spawn point. giving axis a chance to blow the command post. several parts of bridge to be constructed would be cooler :slight_smile:


(Mainline) #57

Help,

I downloaded the Rhine map from RTCW files and unzipped it to the ET main directory (just like RTCW), but every time I try to join a server with Rhine going, it starts the download all over again.

Any ideas, thx.

Jack Torrence


(linkin90) #58

where the hell do you put all the files?


(Wraith2k3) #59

Don’t unzip it. Remove the .zip extension from the end of the downloaded file (so it just has filename.pk3) then put the pk3 in your \etmain\ folder.


(Ark42) #60

This is wrong, the rhine.zip I downloaded had the pk3 file in it for sure.
Some people may take this approach when distrubuting their maps, but the 3 new ones I have seen for ET have all had a pk3 and readme.txt in a zip file.