River War Map back to the drawing board.....


(chavo_one) #21

That’s because there is a file called railgun_cc.tga in his pk3 file, and it is the command map for reriver. Why on earth someone would do this is beyond me, and why on earth someone would include it in their pk3 file is even further beyond me!


(Flash95) #22

Have you ever heard of a mistake??? :angry:
I will remove it from the PK3

I used railgun to learn how to create command maps


(Flash95) #23

there fixed it!

the one on my site is correct I will get ther corrected file to the mirrors ASAP!


(chavo_one) #24

Sorry for the knee-jerk reaction, but mappers HAVE to be certain that everything they do will not conflict with the official maps. Messing up an official map will ruin the reputation of the mapping community with the gamers faster than anything else.

The lesson here is, if you ever want to modify game content, rename it first, then edit it. You should have never edited a file called railgun_cc.tga, even locally, because, as you said, we all make mistakes.


(Flash95) #25

Thats true…
thats the reason I am not just throwing it out there and moving on but sticking around to suport it and the people who play it.

it was a photoshop error with the Save command vs the SaveAs command
then a copy and past error because the two files were side by side in the directory.

no excuses thought just what happend…

all is well now

currently working on V2.0…

Lots more detail indoors and out… screen shots soon :slight_smile:


(TheDigitalElph) #26

:bash:
Geeze, rough crowd…

This map was play tested for several weeks with teams of 2v2 up to 5v5. Obviously, more or less players will affect gameplay. However, we enjoy it, and find that it is pretty evenly balanced, with a slight advantage for the Axis, in defense. There are several items/areas in the map that may seem hard or ‘wide open’ or missing. However, changing those things would drastically change game play, making it too hard or too easy.

Having played both sides, I can tell you that if there’s no teamwork on this map, you will lose…unless the other side has less teamwork! :wink:

To those who have voiced CONSTRUCTIVE criticism, thank you. Posting these ideas and comments will help us all build better maps.

I still stand by my statement that this is one of the best playing maps around.
:clap:


(Flash95) #27

elph is one of my fans so looks at my map throught rose colored glasses.
dont flame him to bad.

Although a Panzer is another story… :smiley:


(lennyballa) #28

How can you have less teamwork than no teamwork


(Ifurita) #29

Shit happens sometimes, but a mistake like this could lead to people just deleting your map off their HDD and you never getting the benefit of the doubt since most people would never bother to tell you about it - which would be a shame because the map has potential.

It happened in Q3 too, a couple of maps had bad shaders that really fucked up all the other graphics. Those maps went into a “bad map” list and were probably forever blackballed.

As far as play testing, I recommend that you play test with a minimum of 7 v 7. The current TWL league and ladder are using 7 v 7 as a standard format. Also, most servers are at least 14-16-slot servers so you want to test how the map plays at full load.


(Flash95) #30

Ifurita unfortunatly you are right.
I cant undo this mistake Might have to put out V2.0 under another map name just to get people to try it.
sad but true.

the last thing I want is to screw up the reputation of a great maping community.

well onward and upward…


(Ifurita) #31

Not a bad idea. Maybe something a little catchier than River Wars. There really isn’t a river anywhere.


(Flash95) #32

yea maybe somthing like The Heisenberg Project
He was one of the lead scientist who worked on the German heavy water experiments


(TheDigitalElph) #33

:banghead: You’d be surprised…I’ve seen it… :banghead:


(Flash95) #34

Elph stay on topic please


(Ifurita) #35

/me slaps Elph back onto topic


(Flash95) #36

nice :drink:


(cremator) #37

You should really consider some better structrial ideas. Im not flaming, a nice map for a first timer. Also, mines could be useful, if you don’t know how, just search around. Fair map so far, but hopefully you’ll take ideas into consideration. Will follow up with more comments.

EDIT: I took some screenshots of some visual problems with the map. I have no web space, but will be happy to email, irc, or any other instant messenger program. Again, i cannot stress how much i am not trying to say anything bad about you, but this map could be better, if you spent so much time on it, it would be worth it. the main stuff is textures and lighting, but there are a few just pointless areas in the map, especially directly across the water where the allies spawn. A big empty space with nothing…mabey you should widen the area and have it as some kind of front similar to fuel dump. Let me know if you want the screens, they would be really useful to help you fix some general mistakes.


(cremator) #38

also just found a sweet bug you should fix asap…this bug lets you get in the base without blowing up ish… =)

the bug is in a demo i recorded…its under 60k or so… to play, put the dm2 in your demos folder, go in the game, then load by clicking “replay” then pick the demo, should be reriverbug. you need the version of the map listed at the beginning of the forum…

address:
http://webpages.charter.net/moze/reriverbug.zip


(StormShadow) #39

Yup, couple of bugs. Some of your iron staircases do not touch the ground on the bottom, they are suspended a few units in the air.
And the bug in cremators demo is pretty bad also - and if you have 2 players go up there, you can one can boost the other onto the roof and be able to spam the map in complete safetly.
Also, dont put nodraw on non-visible sides, put caulk :smiley:
Also i think that portions of the map are too open, you might want to add some hills or trees or something for cover (and for aesthetics).
Other than that it looks pretty good! Looking forward to the next beta.


(G0-Gerbil) #40

:banghead:

Never EVER assume you have all the bugs out of a map no matter how hard you look and how many versions you release.

There’s nothing worse than a map named ‘final’ coming out only to find it riddled with bugs and playtest issues.

It’s a constant battle though - the more beta versions you release the less likely people are to download each version.
So you can try releasing a ‘final’ and hoping there are no really annoying bugs (Church has some bugs still and I’ve had the map floating around for what seems like years). If bugs are found, you have to judge whether they warrant a new release (in my case they didn’t). Cos if you have ‘Final v2’ you just look incompetant.

Congrats on actually trying to test it properly - I’m just amazed that some of the bugs found by others slipped through the next - I mean, stairs you can’t go up? NO-ONE spotted that while playtesting?

As I said, you’ll never release the perfect map (can anyone point out an official SD map that doesn’t have bugs / playtest issues?), but certain things should be caught - mainly by the mapper being really tedious and trying to get absolutely everywhere in their maps and trying to break anything and everything (espeically scripted stuff).

Not got the map so far - from the screenshots my initial thought was:

‘Try rotating the crate texture occasionally’ :wink:

Will grab it and take a look. Seems like it has potential - just in future try not to be too over-eager to get a final version out - it inevitably comes bach to haunt you :confused: