never knew the precise definition of anal-retentative before. :eek2:
Rommel_b2 released
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 if u r confident what you do is real good u wouldnt need Agassi)
I think Iffy and my maps stand on their own and don’t need a ‘catchy’ name to convince people to play them (originally the name was Rommel_Cache - but we shortened it to limit complaints on a long name) So far Byzantine, Vengeance, V2-Factory and Rommel have been quite successful.
@]UBC[ McNite - I did some checking to see the name(s) of your map(s). The one I could find is ‘TheRiver’ – I think that is a little ‘conceited’ – you mean your map is “The” River – almost like you are saying that there can be no more maps with rivers allowed in ET or that your map is The River and is the only river map that should be played. Seem gimmicky to me. Maybe a more apt name would be “aRiver”??
Again, if the only thing you can criticize about the map is its name then you are digging pretty deep to express negativity
Rommel’s Cache, as in a cache of supplies (water, food, ammo, fuel) to sustain his forces in the Libyan deserts. Decided the name was too long and shortened it to Rommel. However, this does cast a shadow over my plan for a string of maps called Guderian, Zhukov, and Patton. Damn!!
I love how you ascribe motive behind the name without having any sort of background context behind the origins of the name or the discussions we had which led to the final name.
Well no matter what you discussion was i think the name of that man is no good choice, but that s just me. I made my point.
@ Mustard: you can’t ve been checking too deep if you come up with that. The name is after the original map for RtCW… maybe u just could ve done with checking a bit more?
(and just to prevent that discussion: yea its a remake and you probably think remakes are lame… lol)
and btw I wasn’t trying to express negativity (but its interesting that you read it in there), I was just sharing my opinion on the name after thore brought up the question (check on that post a bit up here
)
@ Mustard: you can’t ve been checking too deep if you come up with that. The name is after the original map for RtCW… maybe u just could ve done with checking a bit more?
Never played RtCW…so, I guess my bad 
Don’t you think hoping for attention by using a well know name is %6-
That’s not negative? m’kay
back on topic, i’m glad you guys didnt clip off the rooftops.
edit: also, if you guys really wanted to keep allies from gaining access to the cistern before the card was capped, you could make a clip brush entity that gets removed when they cap the keycard. IMO it would be a waste of time though, anyone halfway decent at the game would realize there is no reason to be in there before you cap, so why waste time? the only benefit i can see to having someone in there is that it would be a great place for an allied mortor to hide.
Mustard, you missed one of the best custom maps for RtCW then… it was a helluffun. We tested my remake yesterday with about 20 players and it was a lot of fun too

so hopefully you ll get to know it soon then
@ If: its not negative about the map, only about the name. Apart from that I m starting to get dizzy from all the circling around the topic again and again so we can as well stop it having agreed to disagree, can’t we?
it’s somewhat irrational to have a cystern only blowable after a ‘random’ door (at least not connected to the cystern system) is opened. you can blow up the guns at oasis without blowing the old city wall. should be the same with your map. i understand your concern to provide multiple entrances to any given objective - but i would prefer a second door triggered by the same keycard or even a dyno-door… but when i reach the cystern i want to blow it, no matter whether the main gate is opened yet. my dyno doesn’t care for doors 
teamdoor chokepoints:
it’s some kind of a difference having a single door or having a door and a walkway / ladder connected to it. imagine a bridge only one car can drive on: if the bridge is only 2 meters long coordination is quite easy. if the bridge is 2 kilometers long and the cars meet in the middle… who’s going to roll all the way back?
keycard:
if you are after advanced technology i really would prefer a punched card or similar… when thinking of ‘keycard’ i think of some chip as you can find on nowadays banking/ telephone cards… and that’s not very contemporary for my liking 
what do you know, the access control panel also removes the fail safes that enable the cistern controls to be blown up. Sorry, that’s not changing either.
I do understand your point though. The tough part was balancing: 1) making the cistern dynamitable before the key is capped, only results on everyone focusing on the cistern, which isn’t a whole lot of fun, 2) restricting access to just the team door at the back was still too easy with the slope, 3) without the slope, the axis had no way of getting set inside the cistern before the allies got in. At least with fuel dump, covert-engy have a ways to run, they have to pass thru 2 team doors, and the axis can choose to spawn rearward.
Hi,
here a Jump-Video from a friend.
www.new-etmaps.de/maps/_Rommel_B2.wmv (1,01 MB)
I think you have to fix it. 
I think you have to fix it.
Doesn’t matter that the allies can get in the cistern before the keycard is secured. All that guy can do is /kill at that point. He can’t blow up the cistern and he can’t get out…
he can also climb up the tower ladder and hop out. We’ve known about that jump since _fp and the feedback was that we should keep it.
i understand your need of balancing the map… but the only thing i can do is to refer to things already mentioned:
it looks weird (to me) to have the cystern only blowable after the main gate is opened. imagine fueldump is only
blowable when the tank has shot the main gate open. would make no sense 
balancing = surely needed
the way it’s done = kinda strange
