Rommel_b1 released


(Ifurita) #21

/me takes this all very personally and records all of your names in Iffy’s big book of grudges. Gerbil, screw you!!! We were focusing on the fun factor. :wink:


(Mean Mr. Mustard) #22

We put it in specifically to be like the official maps :wink:


(Vitriol) #23

an alternative to ambient light:
_minlightgrid value
_minvertextlight value
_minlightmapscale value

i think those are the proper keys, i used values of 17.5 for goldeneye temple, but since rommel is mostly outdoors, i would suggest starting somewhere around 7 ish.


(G0-Gerbil) #24

I’m not a big fan of minlight, although I’ve just deleted my big post on ‘why’ because I realised it could be boiled down to a few simpler rules, or suggestions as I should probably call them to avoid a lynching:

  1. If you want extremely dark areas with subtle lighting, use ambient
  2. If you don’t want this (eg in this map) then use the minlight keys.

I could explain why, but it’s basically to do with minlight chopping off the most subtle parts of nonlinear lights and making them affect less space in dark parts of maps.


(KingJackaL) #25

Very nice work so far, we’re putting it in the considerations-list for the upcoming season of our league ( esp. if there’s likely to be a newer beta with less bugs between now and say… 2-3 months time :wink: ). The changes from FP to B1 are pretty good, but a few bugs/notes (as you’d expect from a beta1 :slight_smile: ):

  • As has been noted, the rooftops are easy to get to, and hard to kill defenders on - it took me about 20secs before I realised that a crossfire D from up high might be just a tad too good. Not sure how to balance that up - maybe have a high attack route for allies from the center ( stemming off the inside’s of one of the gates ) so they can get high with some cover. Sorta like how the 1st half of Oasis has the CP route high for allies so they can go high if needed ( otherwise they’d just get stomped on )

  • The forward ‘bunker’ MG seems to trap me. On only a couple of occasions have I actually survived using it. It appears that when I ‘un-use’ it, I am spawned with my hitbox stuck inside that of the MG - and I am trapped.

  • The ‘blowing the cistern’ 5-10 seconds thingy can be seen by watching your command map - you can see the dyna icon appear when it’s blowable ( just noting that I’ve noticed the same ). It was noted in this thread:
    http://forums.jolt.co.uk/showthread.php?threadid=342792

  • The command map lacks health/ammo rack icons for next to the command post.

  • Building the CP does not always reduce the allied spawn time by 5 seconds. If the admin has specified g_userAxis/AlliedRespawnTime to be anything other than the default, then building the CP has no effect on the allied spawn. Note that this same inconsistancy has happened before - Gerbil’s MML_Church has an alarm with the same bug ( doesn’t effect spawn time if respawn times are non-default ). No idea if this is fixable ( I haven’t done much map scripting ), but thought I’d mention it.

But tis definately looking good!


(Vitriol) #26

have you noticed that it’s possible (and easy) to get stuck in between the hill behind the objective building and the building it’s self?


(Mean Mr. Mustard) #27

Thanks for the feedback. We were under the gun to release a beta1 for this weeks CAL match, so we didn’t have as much testing as we usually like before a map release. We made alot of changes between FP and beta1- some of which were not tested (like the mg nests - added 30 minutes prior to release…)

We can clip off the roof tops easily. My first thought was that it could be an offensive position as well as a defensive one (if the allies control the roof, then they have the upper hand) I have seen an allied team get up on the roof from the cistern side, take the back way and grab the keycard then get to the secure point.

The 10 second delay was added to the cistern controls intentionally. Since the allies can easily jump the walls of the cistern, they can get in and plant dyno before the key was secured. If the key was secured in the 30 sec fuse, then the cistern controls would blow up. I added the 10 second delay to try to prevent this.


(Vitriol) #28

is there a way you could put in the “building” UI popup so that ppl would know when the delay was up?


(Ifurita) #29

I think we might just take that out in the final or beta2 release


(KingJackaL) #30

Ahhhh

/me understands

You did a d@mn good job then! :drink: Shall be good to see beta2 now you’ve had some testing on those changes!

I see your point on the rooftops - I’ll have to actually get myself into some full-scale tests of the map, see if the routes up onto the roofs are biased enough toward the allied ( south? ) side of the map to allow them to wrestle back map domination via that.

I think it would be a shame to block off any of the roofs entirely. I’m a BIG fan of maps not having lame ‘invisible walls’, and a big fan of maps having a strong vertical component - it tends to open up a much larger variety of strats… and makes for more trickjumps :smiley: :smiley:


(MadMaximus) #31

definately a schaffer cm, i can tell by the coffee stains…


(Schaffer) #32

Sorry. I’m a bit of a mess with coffee. Havn’t been to Coffeholics Annon for a while so I should book in soon :slight_smile:


(KingJackaL) #33

bump

Any word on a beta 2?

My league will be using Rommel in our season (we’re just getting clans signed up ATM):
http://www.mgleague.co.nz/et/content.php?content.5

…would be nice to see a beta 2 out :). Not too much pressure though - I’ll put it later on in the play list so we get round to the ‘rommel week’ later in the comp…

/me stalks you all


(seven_dc) #34

Hi,

Beta is underway. However Mustard is really busy IRL. And I have bombarded him with ammo_bunker details too so he has hes hands full :smiley:


Marijuana medical


(KingJackaL) #35

OK, just (like 10mins ago :D) found a new bug (at least, it’s not mentioned here…). Map scripting bug, rather major. It’s reproducable - to do so, first start a server with a fast eng recharge time (so you can reproduce by yourself). Then:

  • Spawn axis, build the Ruins MG.
  • Spawn allies, plant dyna at the Ruins MG.
  • Before the dyna blows, run and plant dyna at the West Gate.
  • Before the dyna at the West Gate blows, rebuild the Ruins MG (as allies).

poof

The West Gate dyna disappears, and the West Gate remains intact, despite dyna having been validly planted at it.

Might wanna fix that one aye… :wink: