Sandheli public alpha release!


(seven_dc) #1

Sandheli 01 alpha
http://koti.mbnet.fi/~seven/temp/et/sandheli01a.zip
Author : Antti “seven_dc” Suuronen
Email address : seven@mbnet.fi
Title : sandheli 01 alpha
Filename : sandheli01a.zip
Release date : 9.10.2003
Decription :
1945, The axis has developed a new weapon: the assault helicopter.
The allied haw discovered the prototype building site and they must
Destroy the axis helicopter.
Program : SD Radiant 1.3.8, q3map_2.5.8

Special thanks to:
Sock at SD forums. Drakir for prefabs. Go_gerbil for textures.

This is alpha release! There are still issues that must be fixed. I need oppinions about the gameplay.


S-10 blazer


(lennyballa) #2

great gonna try it now :slight_smile:


(S.S.Heirpie) #3

I run 4 servers I will try this map out and let you know what the players have to say…
I have also set you up with admin status…on the server…Im sure the server will stay busy so you can get a first hand on ideas the players would like to see, First look the game play is great, Very hard for the allies to win…
PIE


(SirLiveAlot) #4

I have a fileplanet mirror on my site http://www.planetwolfenstein.com/rf/ now.


(TombardieR) #5

Allright there. I have to say, nice map. qute minimalist, just been playing on shitstorm valley with the aforemention heirpie and urself. The only thing that really struck me is that none of the fighting really goes on in the bit where tha allies come out of spawn. Things like the watchtower would be good for the axis to use to defend and it’d be great if the allies had to fight there way through the buildings towards the command post
There are a lot of nice touches and it is altogether quite a nicely themed and comprehensive map, i just wish there was more of a scrap in the first bit. maybe the allies have to make comm post before thay can spawn further up and axis spawn around there. but that might make things a little close, so maybe extend the map a bit and have the allies spawn a bit further away, cause i reckon that bit of city has great battling potential


(Gecko) #6

Downloading …


(seven_dc) #7

I played my map with overall of 22 players. This is definetly too much for this map. But I want to try to make it more balanced because now the allies have no change to reach the helicopter. No one seemed to use health and ammo cabinets… so I think I will make these changes:

  • Passage to axis area from health and ammo cabinets that leads near the wall.
  • Make area between the Sand hills and the wall larger and provide some cover there.
  • Make Allied to span further away and add an capturable span point in near the middle of the map that will be axis by default

Other issues need to fixed.

  • Allied can climb over the mountain by rushing certain angles and by moving in prone position between the sand wall and clip brush. I am thinking that allied could climb over the mountain easily not by accident. What do you think?
  • The build command post is inside of floor (oops)
  • Some Z-fighting
  • In axis end you can stuck between the smalle wall and building wall and the sand dyne.
    -The overall look of the map looks blocky.
    -Some spectator problems
    -Map location in loading screen
    -The bunker barricade boxes are of the ground and the flag do not have a pole.

Wendie 99