Snatch Beta by SteelRat released for public testing!


(SteelRat) #1

All,

Today I have released Snatch Beta for ET.

Screens:

You can get the file here (3MB): http://www.srcgaming.com/downloads.htm/

Here is the readme:
-| Snatch Beta for Enemy Territory |-

Release date: 2006-05-11
Author: SteelRat
Map Name: Snatch Beta
BSP name: snatch_beta
Gametypes supported: Objective and Stopwatch
Gametime: 20 Minutes


BETA BETA

OK, so this is a BETA version… that means the map is not finished although supposed to work just fine.

Known ‘issues’ that I will fix before the final release that does not affect the gameplay are:

  1. Terrain is funky.
  2. The Road is “flying” in a few spots.

The main reason for releasing this BETA of Snatch is that I want playability testing feedback.
No matter how hard you play a map when you design it, there is always things that don’t turn out the way you expected although yet they sometimes do :slight_smile:

Please provide and feedback you might have by replying to this thread.

The map is in the rotation @ my ET server SteelRat’s Cage, 213.132.119.21:27960
(running stopwatch mode the first 24 hours from now)

Cheers,
SteelRat


Map Story

June 1943: The Axis have a small but vital communication outpost, which controls the Blitzkrieg on all major frontlines. This outpost is equipped with the new radar technology and the Allies are planning an attack (codename: Snatch). The aim is to steal a radar part which in turn will give the Allies crucial electronical know-how.**Will the Axis defend the outpost or will Operation Snatch be a success for the Allied Forces?


Map Objectives

Allied Objectives

Primary objectives:
*Steal the Radar Parts from the radar tower.
*Steal the Truck and escape with the Radar Parts.

Secondary Objectives:
*Destroy the Main Gate.
*Construct the Command Post.
*Destroy the Axis Command Post.
*Destroy the Radio Wall.

Axis Objectives:

Primary objectives:
*Stop the Allied forces from stealing the Radar Parts!
*Prevent the Allies from stealing the Truck!
*Prevent the Allies from escaping with the Truck!

Secondary objectives:
*Prevent the Allies from detroying the Main Gate.
*Destroy the Allied Command Post.
*Construct the Command Post.
*Prevent the Allies from detroying the Radio Wall.


Installation

Put the snatch_beta.pk3 file in your \etmain directory. The mapname is snatch_beta if you want to add it to any script.


Thanks

Special thanks to Ringa who helped me with icons, command map and good ideas.
Big kudos goes to Loffy for helping me out and getting me back on track :slight_smile:
Hopefully I will understand alphablend one of these days…


Contact info

Website: www.srcgaming.com
e-mail: steelrat at bredband.net
IRC channel @ Quakenet: #srcgaming
###SteelRat’s Cage ET Server: 213.132.119.21:27960


(psyco_mario) #2

w00t!

Will download 2moz! gtg 2 bed now :stuck_out_tongue:


(Aborted) #3

Will download after work and have a quick run. Looks cool.


(Loffy) #4

Time to get snatchified!
Meet up at Steelrats cage 213.132.119.21:27960 !


(eRRoLfLyNN) #5

We’ll be giving it a run tonight on the Bolthole 213.200.95.39:27975 :slight_smile:


(P4nth3r) #6

Found a few minor bugs

  1. leak at top of the stairs to the axis commandpost on the topleft of stair (you’ll see it)
  2. you can’t jump on the plantform near the maingate (when you jump on the boxes on the outside of the maingate you should be able to jump on the concrete there too.
    (you probably did this on purpose but I think you should change it and just raise the “rock wall” behind it a bit)
  3. The truck has the same little “bug” as the goldrush truck, when you are standing on the truck cabine the truck doesn’t move.

Looks like a great map Steelrat, love to see it in action some time.

Greetz Panther aka Way2Evil


(SteelRat) #7

Yep, saw those bugs P4nth3r and GG’s btw :smiley:
Very intense gaming!

The spawn thingy needs to be sorted, I’ll wait some further feedback until I do something about it though.

Cheers,
SteelRat


(P4nth3r) #8

k =)

GGs indeed, you might concider to riase the axis spawntime with a few seconds.
Cause it’s really hard to win ^^

Great map, I would suggest it to a few official tournaments if I where you.

I might have some contacts inside CB :wink:

Greetz Panther


(Gringo) #9

Great wee map. Played it last night. There is a slight question about the truck havin to go past the axis spawn at the end tho.

Thats bout it, i really enjoyed it and think most peeps on teh bolthole did! Good work!


(SPU9) #10

hey,

played it only on localhost…but looks good and intressing.

maybe i can assume a few people to fight a 3on3 or 6on6 on the map.

comp feedback later (i hope i can help you a bit…we will see ;p)


(SteelRat) #11

Thx for the feedback guys! :slight_smile:

Gringo, about the axis last spawn and the truck I believe it is very similar to Goldrush where the tank passes outside Axis spawn. Some clever use of airstrikes and good timing is crucial. I might add a few things for cover along the road as it is a fairly long open space just to help a bit.

P4nth3r, maybe increase Axis spawn or maybe even lower the Allied spawn time by a few secs? (I prefer lowering Allied). If you can recommend it to any people in CB that would be great, I don’t even know who to talk to :stuck_out_tongue:

Thx in advance for any feedback SPU9.

Cheers,
SteelRat


(SteelRat) #12

Ok, last call for feedback on changes/improvements.
All issues listed above (and a few others) have been fixed.

Cheers,
SteelRat


(Diego) #13

Hmf. With a name like that, this map had great potential to be the ballsy yet tasteless map you know you have all been waiting to play since all those nudy skins of the elite guard came out for RTCW. :banana:

I guess I’ll have to keep waiting.

:smiley:


(SteelRat) #14

LOL Diego :smiley:


(P4nth3r) #15

I see what I can do about the CB.
I have to agree on the part of bringing the truck past the axis spawn.
You might wanna change that so the truck drives straight on after passing the last barrier (into a tunnel there or something)
Cause that part is very hard to do. (not really good for a official war)
Also if you want to make it more of a stopwatch map you might want to make the truck non-damageable.
(maybe make some etpro cfg for it to make it a better stopwatch map)

Greetz Panther


(SteelRat) #16

Thx P4nth3r,

I have played this a lot and yes it is a bit tricky at the and but far from impossible, for public play I believe the way it is is fine.
I am open to making a Tournament Edition of the map if there is interest for that and need to change stuff.

Cheers,
SteelRat


(Gringo) #17

Aye as panther said for it to become a tourny map the end would have to be altered.

The map is emensely fun and ur right that it is hard to get the truck past the axis spawn at end but not impossible. I think the solution may be to shorten the allies spawn time at that point as u said. Excellent work!


(P4nth3r) #18

Well, the tricky part of a good TE is that the attacking side always has the advantage.
So the defence side can only slow down the attack but never completely stop it.
I see potential for a TE for this map, but it will need some work I think.

Greetz Panther


(SteelRat) #19

Got your point P4nth3r, although this map is not designed to be a TE map originally it could be modified to be just that and that would require more work and especially engagement from players in tournaments.

Cheers,
SteelRat


(SPU9) #20

a te version with faster truck/non damagable truck and maybe a shorter way for the truck would be very nice…

still i have only played the map alone ;/ therefore not sure what to improve more ;/