Rommel_b3 and Dubrovnik_b1 released


(Ifurita) #1

Combined in one thread because I’m a lazy sot.

Download and extract the relevent (see below) .pk3 files into your /etmain folder. Delete any older versions of the files.

Rommel

Download Links
PCGameMods - http://pcgamemods.com/7406/

IN ORDER FOR THE COMMAND MAP ICONS TO FUNCTION PROPERLY ON AN ETPRO SERVER, SERVERS AND CLIENTS MUST ALSO INSTALL THE ROMMEL_B3_ETPRO_ONLY.PK3 FILE IN YOUR /ETMAIN FOLDER.

Change Log - Changes from _b2 to _b3

-Turned night to day
-Drastically improved amount of information presented on the command map
-Eliminated both constructible MG positions
-Changed general door at tank depot to allies only door upon construction of CP
-Added more signage to the forward spawn area
-Added ET_PRO shaders as a seperate file
-Re-oriented objective cameras
-Expanded exits from forward spawn and thru tank depot
-Added a step to the CP room
-Added crates near Cistern Door to provide cover

Dubrovnik

Download Links
PCGameMods - http://pcgamemods.com/7407/

IN ORDER FOR THE COMMAND MAP ICONS TO FUNCTION PROPERLY ON AN ETPRO SERVER, SERVERS AND CLIENTS MUST ALSO INSTALL THE DUBROVNIK_B1_ETPRO_ONLY.PK3 FILE IN YOUR /ETMAIN FOLDER.

Change Log - Changes from _fp to _b1

-Reduced file size by 2.2Mb
-Remade church
-Detailed rooms
-Moved etpro shaders to a seperate file so that objective icons display on non-etpro servers
-Added more game status detail to command map and command map icons
-Added a dock_gate that server admins can enable via a script fix
-Added back alley to church[/u]


(Fusen) #2

whats a sot? o.0


(Watcher) #3

He means sod, he is a lazy sod.


(Ifurita) #4

oops


(Vitriol) #5

that’s what you get for pretending to be english. what people who actually are english get is much worse.

btw, i heard dubrovnik rawks. :cool: and i’ve had the opportunity to play it in pub. it was wicked fun.


(Ifurita) #6

Can’t say much about the mapping team though.


(Vitriol) #7

heh.
DU WIRST EINEN KRANKENSCHWESTER GEBRAUCHEN!


(KingJackaL) #8

Well, seeing as I have huge vested interest in the map now (:D), thought I’d run through and go over some of the more ‘petty’ issues - everything game-breaking is fixed now :).

First, the good changes (some from b2, but meh, hehe) I’m really appreciating:

  • love the signs with the map references in them… :wink:
  • crates in cistern are good
  • mg removals are a shame, I don’t think the bug is yours, but probably wise to ensure fair comp play
  • night’s a very good choice, really ‘makes’ the atmosphere imo :slight_smile:
  • boxes betwee allied CP and cistern area are nice, was a bit too open there

And the tweaks:

  • I think you’re using a default skybox… (couldn’t find it in the pk3?) and it’s ok… but it’s really blotchy. Wouldn’t matter so much if the rest of your textures weren’t so much better, heh. Might wanna use a final tex with a higher res/better compression?
  • There’s a texture behind the CP that z-fights. You can see it when building the CP:
    http://homepages.inspire.net.nz/~evans/ET/rommel_b3/zfighting.jpg
  • Some ‘catchers’ would be (arguably - your choice) nice on the large wall ladders. They’re a bit hard to use going down, because walking off the edge you also keep walking away from the ladder (though there is a little air-control in ET, so you can sorta float back onto it :expressionless: ). Catchers would make a ladder descent easy and less frustrating:
    http://homepages.inspire.net.nz/~evans/ET/rommel_b3/laddercatchers.jpg
  • The health/ammo racks don’t appear on the command map. Might be a reasonable addition, I don’t think the area’s with health/ammo would be too crowded with them included (though, did you try that in some beta? I forget…)
    http://homepages.inspire.net.nz/~evans/ET/rommel_b3/ammohealthlogo.jpg
  • The forward bunker wall that you face as you spawn… doesn’t look ‘right’. I didn’t mention it after beta2, thinking it was just me being too used to beta1, but I still think it, so thought I’d mention. I mean this wall:
    http://homepages.inspire.net.nz/~evans/ET/rommel_b3/lineupwall.jpg
    Dunno why, but those models look more like ‘ooo, look, a lineup of 4 cool random detail things’ than they look ‘im meant to be here’. Dunno, that’s possibly a personal thing, and making detail look good is obviously a lot more tricky than it first appears, but it just looks… not quite right :? Maybe it’s the door that isn’t a door? Maybe it’s the visible horizontal line (in red)? Heh, I dunno, I’m just being picky really… :stuck_out_tongue:

But well done, tis even better than the last. You’ll get a ton of feedback in 1-2 weeks time, when our league hits Rommel (we’ll be playing beta 3). Keep up the good work.


(Ifurita) #9

Catchers!!! sheesh … should I add an elevator for you?

Thanks for the comments - I think we can address all of those pretty easily


(KingJackaL) #10

Hehe - it’s difficult to use long ladders without catchers while under fire. If you’ve got only a little health left, the fall will kill you.

Most/all long ladders in the default maps ( for example, by depot yard on Railgun, above axis spawn in Radar, even all the MG towers ), as well as most/all long ladders in RTCW ( for example, all the main road ladders above the dam in mp_dam, all the larger ladders in mp_assault, etc etc ) use catchers ;).

Oooo, and for my elevator - can I request the elevator music? ( tis the most important part! ) :smiley:


(Ifurita) #11

Yeah, I understand. We can add the catchers … just for you. :wink:


(WeblionX) #12

Don’t the ETPro command map shader packs normally go in the ETPro folder? This way it won’t break them for etmain.


(Ifurita) #13

yes, they do typically go into etpro (will fix this for the next releases). I was lazy and didn’t want to make and document 4 seperate pk3’s vs the 2 I already did. The key is for server admins to only include the etpro pk3 if they run etpro. A client can have both in their etmain folder since they will only use the pk3 files that are on the server. Either way, it’s not a great solution. Wish the fix didn’t cause so many headaches.


(Chruker) #14

Two things about rommel: There is some z-fighting on the roof of the building with the allied command post. The caves where the allies originally spawn, seems very ‘blocky’. Perhaps some (more) phong shading on that texture. Because you can easily see how the brushwork is done.


(leifhv) #15

Minor detail about Rommel…I got stuck behind the barrels in front of the west(or east?) gate. Had to /kill to get out.

Doesn’t matter much since you will have to make an effort to get there, but most maps I’ve seen do not have many places where you get stuck so I thought I’d mention it.

Except for that niggle I liked the night version of Rommel…very nice.

Dubrovnik was also good fun…but it was too easy for the allies to reach the boat after taking the gold. Might have helped if the axis had planted some mines down in the dock areas(If that area is minable…it should be) but I’m guessing that it wouldn’t have mattered much.

Anyway, allies won both matches I played on Dubrovnik yesterday! :clap:

Life

[edit: corrected typo]


(DG) #16

^ might be same place as i got stuck -

outside the flag-spawn exit by the west gate there’s a couple of crates and a barrel, in the middle of them a ‘hole’. you can jump over the barrel from the outside, and and up in the space, but from inside you cant make the jump (or at least i couldnt) to get back onto the barrel - /kill time. i think it’s either due to the slope or being able to get an easy run up for the jump from the outside. easy fix would be to move the barrel right into the middle to fill the hole, or put a small brick/crate/whatever so can still hide there but easy to get out again.


(leifhv) #17

Yep, thats the place I’m talking about…should be easy to fix with a clip brush, lower barrels or something like that.

Life


(Ifurita) #18

fixed - thanks. You all played a match/scrim on Dubrovnik?

I do have a gate inserted at the dock arch, that is currently turned off, but can easiliy be re-enabled via a script change.


(Chruker) #19

I have played the dubrovnik map a couple of times. The only thing I noticed was some z-fighting. If you walk from the allied spawn on the most eastern route to the church. Then just after the overhead bridge, there is a small step by a house on the left. This step is z-fighting.


(leifhv) #20

fixed - thanks. You all played a match/scrim on Dubrovnik?

I do have a gate inserted at the dock arch, that is currently turned off, but can easiliy be re-enabled via a script change.

I played Dubrovnik on the exellent Night Watch pub server that runs both Rommel_b3 and Dubrovnik_b1 .

Life