that’s why i said we should remove the mg, add a new tree for cover and add the tunnel, which is getting smaller so you cant rush through, for cp.
btw i cant see any changes @ snatch2 :<
that’s why i said we should remove the mg, add a new tree for cover and add the tunnel, which is getting smaller so you cant rush through, for cp.
btw i cant see any changes @ snatch2 :<
-remove the mgs and all barriers except truck barrier 1.
-remove door to health/ammo racks and make the door wider.
-remove all health/ammo racks except for the first set to the right of the allies original spawn
I’m going to put this on a popular pub i admin and am pushing to have it included in the next TWL (Teamwarfare League) preseason for testing.
Is the _te version close to being completed yet?
I have figured out why the secondary spawns and TWO are screwed. The bluespawns have no scriptname or targetname to hit with an alertentity. They could be painfully removed one by one in etpro scripting and then new ones spawned in with a new script routine and fixed TWO to handle them. The existing TWO has a target name but no scriptname, maybe that is why it doesn’t respond to the setstate. It really needs a bugfix at the source, because a bugfix script would be a messy solution.
I have a beta script that needs testing in the real world. This one was an exercise in fugly script mangling. Report bugs to me. This script is working for me, but I need more feedback. This script is useful only to server admins!
Corrected autospawns
Corrected endgame wait states
Removed bad TWO and spawns at CP
Created correctly working TWO and spawns at CP
Made a new autospawn system
Added wm_announcements for CP spawn activity
http://images.quakewarsterritory.com/mortis/snatch2.script
–Mortis
this is how it plays on my server
initial
Allied
Axis
allies build cp
Allied
* allies get parts to truck but truck is destroyed
cp built
Allied
allies get parts to truck
truck is not destroyed
cp is built
Allied
allies get truck past main entrance
Allied
allied cp must be built for allies to be able to spawn at forest house
BUGS?
* if allied get the parts to the truck BUT truck is destroyed you still get text and voice saying “truck has been stolen”
that’s how is works on my server with your script
was only a quick look though… will post more if i find any bugs
client feedback is all good for this map, people like to play it
there is some confusion over the bridge though, seems to be an advantage to axis if built on last phase
if i was leading an allied team i wouldn’t build it and if axis i wouldn’t destroy it imo
maybe the bridge situation needs to be looked at for the TE version?
Try this one Neddeh…
Snatch 2 : Competition Version - beta1
http://images.quakewarsterritory.com/mortis/snatch2.zip
Summary of changes:
All MG nests removed
All truck barriers removed (making it parts-truck-wall-escape or wall-parts-truck-escape)
Removed bridge
More autospawn tweakage (irrelevant to comp)
Allied - Axis spawntimes set to 20/30 instead of 15/30
Map time reduced from 20mins to 15 mins (reduced to accomodate removed barriers)
Began process to remove health/ammo cabs (not sure how many to keep or remove)
Future changes:
remove some/all health cabinets?
remove some teamdoors to speed Axis travel times?
make truck easier to damage?
I need feedback on this one…
those changes are ridiculous.
i mean its nice that you are working on this map, but those changes are making the map easier for axis.
you should check out my first comment with changes ( or visit: http://swine.vpclan.de/snatch/ )
if you checked xfire, when they released snatch, everyone agreed on those changes
ok, Snatch 2 : Competition Version - beta1 script is on my server
i’ll get back to you with feedback 
202.60.73.80:27960
If you guys can agree on what changes you want for a TE version, I will consider implementing them.
Cheers,
SteelRat
It’s undergoing some testing, but some of the requested changes require BSP alterations (wider doorways, et al) so my scripts can’t test changes like that. At best, I can remove various entities and hasten the map. The biggest issues are those startactive CP spawns, and a few items without targetnames and scriptnames.
with the beta1 comp script the announements saying the truck is past the first and second barriers still exists
other than that it runs well!
i’d like to see a ladder or something on the allied initial spawn side of the bridge (ie. where bridge was) so axis have another route once truck is past main gate
The other choice is to have the bridge prebuilt and / or not destroyable. I’m not sure I understand how people want to deal with that. Adding the second ladder wouldn’t be too difficult, I think, although the lighting would be weird. I’ve never tried scripting in a ladder, but it’s probably possible using the same model in reverse orientation.
I like this map’s feel, but there are a few things I would change.
The second barrier is nearly impossible to defend.
Two possible fixes
-move that barrier to just after the buildable bridge.
-redo the “building” by the second barrier to be an axis spawn, but move the barrier closer to the original allied spawn.
The Axis spawn gives too easy access to the parts.
-move the axis spawn down to the room near the health/ammo.
-move the axis spawn to where the axis CP is.
I know if you move the axis spawn down to where the h/a is that the first barrier & the dyno door will be much harder. A solution would be to make the truck barrier satchelable to make up for the difficulty, or just remove TB1 and consider the door to be TB1.