Rommel_b2 released


(Ifurita) #1

Version Beta 2 by Mean Mr. Mustard, Cptn Triscuit, Iffy, with detailing support from Seven_DC. Read the included README file for a map overview and change log.

Download Links

Summary of changes (w/ some screenies)

  • Lightmapped the terrain, which reduces the brightness and throws nice shadows

  • Added signage for those who can’t tell East from West and North from South

  • Clipped off the wall jumping avenues on east and west gates

  • Added more flavor in the form of trees, vegetation, and detail to rooms

  • Did not clip off the roofs, but made access more difficult. You will need someone to boost you up, which leaves the roof accessible, but rambos will have a hard time using it.

  • Created VOs for ‘breached East Gate’ and ‘breached West Gate’

  • Expanded TOIs for dyno targets. You can blow gates from Axis side

  • Removed dyno delay when key card is capped

  • Made access to tank depot roof a little easier for allies, but you still need a boost to get to roofs

  • Made the upper floor of the axis spawn selectable

  • Adjusted ladders so that you don’t pop up so high when you get to the top of the gates

  • Fixed terrain behind key card building

  • Added detail here and there

  • And a couple of other things you’ll have to figure out for yourself


(KingJackaL) #2

Nice… :slight_smile:

Will start testing. BTW - might wanna edit the topic name to be ‘b2’, not ‘b1’ :wink:

PS: it appears to not be available on any FilePlanet public servers.


(eRRoLfLyNN) #3

Ifurita, the “pool” texture is missing for me - tested on etpro local host:


(Mean Mr. Mustard) #4

hmmm…the textures and the shader are in the pk3… I did not test it for etpro though, just vanilla et :confused:

EDIT: even stranger…it shows up for me when I ran a local etpro server (this is why I hate mapping…)


(eRRoLfLyNN) #5

maybe just my setup, hang on i’ll test etmain…

edit: Nope, it’s missing for me on etmain as well, very odd.


(Mean Mr. Mustard) #6

Can you check the rommel_cache.shader and see if mm3_water is included?? (should be the last shader). I also had to add a few textures (2 actually, that added an alpha channel to two of the siwa water images – I did this to get the ‘soft’ water edges of the pool…) Groan…

I blame Iffy, even though he had nothing to do with this :wink:


(blushing_bride) #7

i get the orange and black squares as well. Sorry i feel very guitly now as i suggested the pool in an earlier thread (hangs head in shame). The last shader in rommel_cache is mmm_water3.


(eRRoLfLyNN) #8

Mustard, is this the shader you mean?

textures/rommel/mmm_water3

It’s in there, but with a different name…

But I wouldn’t worry, I just jumped on the Customs for Comp server and the water was there. I don’t know, maybe it’s just something in my localhost setup?

edit: no need for all the code…


(Mean Mr. Mustard) #9

@eRRoLfLyNN - yes, that is the correct shader…geez, I can’t even remember the names of my shaders :wink:

@blushing_bride – no, I still blame Iffy :wink:

If you notice, the mm_water3 shader is a copy of the liquids_sd/siwa_water shader, except for the references to the ‘new’ textures - that are just the corresponding liquid_sd textures but with an added alpah channel to use the alpha blending…I’ve checked the pk3 and those ‘new’ textures are included…


(Orange) #10

Stop the world! There’s a command there I never saw before:
fog on
What’s that?

(Hey! What’s wrong with this world?!, come on, why did you stop?, your brain is melting from the greenhouse effect or what?!)


(thore) #11

note 1:
the teamdoor walkways at main gates tend to be a chokepoint on big servers.
it’s quite easy to block your teammates if players don’t agree on one direction to walk :wink:

note 2:
allies can reach the cystern controls without getting the key card first BUT cannot
blow up the controls. somewhat weird.

note 3:
keycard? little too techie for my liking.

note 4:
i though cysterns would be under ground since water tends to evaporate in desert environments :smiley:

note 5:
why is it named rommel? :moo:

note 6:
YAY! i love jumping up the roofs! v57!


(Fusen) #12

not anything to do with the map but afaik #1 - its a competition based map so this doesn’t matetr that much and #2 this has been mentioned quite a few times and they know about it but it was either suppsoed to be like that or it doesnt matetr so no need to take it out


(Mean Mr. Mustard) #13

note 1: sort of like goldrush, fueldump…doors are doors - can’t make them too large or else they would look strange. There are three exits, btw

note 2: designed this way. Allies must cap keycard first. We allowed jumping over the walls to allow more access to the cistern besides the main gate - which is quite a choke point. Always allow multiple entrance/exits to an objective

note 3: the axis had quite advanced technology. A keycard versus a V-1 or a V-2 is quite basic technology… And it is symbolic by showing advanced axis technology in quite a technology free place – an abandoned desert outpost.

note 4: water is constantly being pumped into the cisterns and moved to various locations. The axis truck water from this outpost to other desert locations

note 5: Rommel – the desert rat – the commander of the african corp. He had various hidden outposts in the desert containing diesel and water to resupply his troops


(]UBC[ McNite) #14

Well I don’t think that s enough to relate the map to his name… i mean u could name the map LRDG too then PLUS you could name a lot of normandie-maps after Rommel as well. (Long Range Desert Group - a special allied unit of volunteers for long range commando actions who worked a lot behind axis lines for sabotage and stuff like that… but plz don’t do it now that I suggested it)
Relating a real name to a map imo needs either the map playing at the very geographical place or the map re-playing some real commando/offense/whatever.
Anything else is a bit disrespecting, especially for a man like him. Looks like the most creditable idea Rommel had in the desert war was setting up water/fuel-outposts.

edit: come to think of what I said about geographical naming: e.g. Monte Cassino for BF1942 is using the name but in no respect whatsoever reflecting the fighting or tactical situation of that area - its a very bad use of a geographical name imo (just to make clear what I think of as not appropriate for using geographical names)


(Ifurita) #15

Ummmm … map makers trump peanut gallery. Name isn’t changing.


(]UBC[ McNite) #16

Hasn’t to do anything with peanuts, its about respect here. Sorry but I really think using his name is NOT honoring him at all.


(Ifurita) #17

That’s fine. You are entitled to your opinion, we are entitled to ours. Map name isn’t changing. Feel free to boycott the map in protest though.


(Mean Mr. Mustard) #18

Well, if all people can complain about is the map name – then that’s fine by me. If we are to the point of criticizing names of maps, then we are being a little nit-picky about it

Well I don’t think that s enough to relate the map to his name

Your opinion.


(Genesis) #19

its treu tho dont name it after something it isnt… like name-ing it sesamestreet while it isnt sesamastreet…

BUT…

… its in the desert, hidden outpost… so im like: fair enough!

and what does it matter anyway… u could just call it desert… the way it plays is far more important then the name, and if you are not gonna play it because its called rommel… then: %$#@#%$#% (u suck)


(]UBC[ McNite) #20

Yea, i agree about the gameply… Don’t you think hoping for attention by using a well know name is %6-:((?’ too? (I mean a car Agassi drives can still be really sucky, and, well if you need his name to make the car interesting… bad sign :smiley: if u r confident what you do is real good u wouldnt need Agassi)