here are some screen shots…





River War Map back to the drawing board.....
I’ve play-tested this map and it is HOT!! Flash95 has put a lot of work into this! This is a well-balanced map w/Allies attacking and Axis defending.

More maps, Flash95!!!
Without a doubt one of the best maps I’ve ever played and possibly the best ET map I’ve seen! Axis have good defensive positions, but a little teamwork from the Allies and they have to work hard to stay in the game. A little dozing on the Axis’ part and the Allies can sneak in and blow the Heavy Water Control Panel (I can confirm this personally)!
Cheers!
:drink:
Mustelidae Indomitus
Well, it’s a good map, but no offense, I think it’s FAR from the best. There are a lot of mistakes I noticed, and it’s not too exhilirating at times.
well It is my first ET map the last map befor this one was Full Loop for EF.
If you will point out what you think are mistakes I will fix them or explain them.
My playtesters opinions might be weighted because they had a hand in its creation.
but like my moma said you cant please everyone so you might as well please your self 
Well, I’ve just punted the map up to my server 80.253.114.253:27960 (running shrubet) if anyone wants to give it a crack… I’ve only had a couple of one-on-one games on it so far, as all us English folk should really be in bed 
A very playable map, only “graphical problem” I found was that you can see over the back of the map if you wander far enough afield.
It looks very difficult for the Allies to get into the compound (yes, I know this is the idea) as you can get an excellent field of view from the roof of the main building (and the area surrounding) overlooking both approaches - so there may not be much 1v1 leaping around guns blazing inside the base as the Allies may all be down to 10HP by the time they get in!
Disclaimer I have only played it a couple of times and without the benefit of decent sized teams, so if I’m completely wrong, don’t hold it against me 
Cheers for the map,
Smokey.
:???:
What mistakes? We’ve tested this map for weeks. I can see that there might be things you think are mistakes…but are really by design. Please list them, and your reasons.

Did your “moma” often quote Ricky Nelson? 
Thanks again for the great map…
Well not so much as mistakes per se…more like things that could have been done better in some areas.
Nice effort, but i really think u should make another release.
There are so many small misstakes that could make this alot nicer.
A few things i remember:
#. Lamps has no lightbulb.
#. Stair up from last objevtive is to high, a player can only walk over 16 units.
#. On the left guardtower, same side as the tanks. The wall i sticking in through the wall of the guard tower.
#. The fences outside has a doulbesides texture that is seen from booth sides, put “Nodraw” on the other sides.
#. Textures on the wallpanels are not fitted nice, higher that wide. Looks wierd when the nobs on the panel are oval.
#. No sounds outside, add some wind.
Keep it up!
Well what to say.
Nice for an alfa release but cmon the final release ???
Details details details!!
Map feels weird and clinical. Reminds me of q1 maps.
thanks for the input drakir!
I will fix those things .
I did put sound in to it I will check the pak3 to make sure the sond file is in there.
so a ver 1.5 of the map will be coming soon.
I will work on it over the long weekend.
these forums have the greatest guys in it 
:nod: :notworthy:
Tribble sez it’s a good map, Tribble played the VERY FIRST release of this map, and when Tribble sez this release of it is mucho better, it’s mucho better.
I’m sure that there is room for improvement, but this is a great start and I’m really glad that Flash is back in the map creating business. I loved Full Loop for STVEF and I’m glad that you’re back in the game.
Oh yeah, there are ideas floating around for the follow-up map for River War, it’s gonna be a good one and I can’t wait to start beta testing that one Flash!!
Tribble
I thought it was nice (voted OK) but could be improved. The allied approach to the gates just seems really wide open and with no cover. They have 2 approaches: 1) over the lake (no cover, slow) or thru the pass (watched by 2 fixed MG42s in towers). That pass could also be dominated by a L3 LT using arty.
I think the side grate would be better as a destroyable object rather than an opening door. Right now, I think an MG42 with minor support can shut that down pretty easily
The proportions are off in places. As I strafe jumped around, I kept hitting my head on some of the doorways and the tops of hallways. They should be a little taller.
I’d also like to see some more cover in the main area right after the allies get past the gate area. Maybe even move one of the tanks up so that it looks like it was about to leave.
Echo Drakir’s comment about the stairs. I got hung up on the stairs and had to jump up the first step instead of smoothly running up them.
When I run from the allied spawn, I was happy to see that I could run up the side of the mountain, but the path is then clipped so that I can’t actually get to the the other side. It would be nice to open up that avenue of approach so that attackers can run up and over that ridge
Good work, keep it up
I have most of Drakir’s issues fixed now except for the Light bulb one.
I will revisit door hieghts and make sure there is room but know this some spots are tight on purpose.
I cliped the mountians to force two defined paths to the gate.
wide open (left side)
or cover of trees, through grate (right side)
Inside the gate area… hmm I will see what I can come up with… I have got some Ideas…
keep your thoughts coming I will impliment the ones I can.
:drink:
clipping on the tanks appears to be off in some places… if you go prone on them, you can actually dissappear into the tanks.
Has anyone played Railgun since…
The command map in Railgun seems to have gone walkabouts and been replaced with the reriver one :moo:
V583
Cheers,
:drink: