map looks great, just one thing tho, on your website you say people can get the game from the official site: www.enemy-territory.com, sorry, but that’s a fan run resource site, not official at all, Official Site would be here or ID Software, but thanks for the props and keep up good work on maps.
Nail…enemy-territory.com staff
Springfield public beta released!
I’m gettin the same error on our server, only difference is it actually kills the server. Me and a couple others tried to get in the nd80 server to try it out, even with our hunkmegs at 110 it wouldnt load.
WARNING: CM_GridPlane unresolvable
ERROR: Hunk_Alloc failed on 1280
----- Server Shutdown -----
First of all great map
- really enjoyed playing it last night. The amount of detail is astonishing -especially in the simpsons house.
As has been said before you may meed to think about moving the spawn in the simpsons house (sugest either the garage or the garden) several times last night i spawned with about 3-4 other players and it was abottleneck trying to get out of the simpson house.
Secondly the Axis Spawn at moes, possibly again could do with being changed - the axis spawn right at the teleporter and as happed in the games i played last night, the Allies found it very hard to get to the teleporter. ( the amount of times i got the objective and went back and forth through the teleporter due to being confused as were i landed was so funny)
Apart from these wee niggles the map is excellent well worth the wait bro - looking forward to the next map update
Im looking forward to a suggestion / fix for the Hunk Allocation… any ideas?
whoops, didn´t know that enemy-territory.com isn´t the official site… will be changed with the next siteupdate
wow, nice looking map! so much detailed
the warp effect its just WOW!
the mr.plow truck rocks.
the simpsons house its lovely.
but i didnt like some things:
- fps killer, i dunno if this could be fixed, but i got 25fps playin the map alone (xp 2100+, ati 9600xt, 512ddr) this is critical and should be priority.
- the map is small, someone says that above, the map 1,5 bigger should resolve that =) (i feel like a 2,2meter NBA player in the simpsons house)
- the spawn area inside the house is unconfortable, the garden are a better place. IMHO
- use more cars to block some streets, cause the transparent clip near the simpsons house feels like s**t.
-some cars in the street to cover would be a nice touch. - if you want to do the feel of 2d, you could replace some 3d wolfet_default barriers, with a 2d wire barriers, that make the map more nice lookin and funny.
-some of the simpsons windows house re blocked with tables. why? i wanna look trough the kitchen window!
- some opening and ending simpsons music could be nice (a fanatic opinion only)
- some nelson AH-HA! if the axis loose, could be nice too.
good job m8, its a great map, but it could be much better :drink:

i got it 2 work… soz that my post was vageu… just couldnt stand it everybody was going: OOOH + AAAH for the map… and it didnt load up at mines…
its weird… but if i wanna start a local server it wont work and if i connect 2 a server where its runnin it does… (load time was pretty long)
and im getting normal FPS it sometimes drops a bit here and there but not under 18 (2kMhz 256mb-ram G-force 4 MX 440)
WARNING: CM_GridPlane unresolvable
warning times a million
WARNING: CM_GridPlane unresolvable
------- Game Initialization -------
gamename: etpro
gamedate: Apr 11 2004
Not logging to disk.
Gametype changed, clearing session data.
Enable spawning!
Disable spawning!
2 teams with 4 entities
Setting MOTD…
couldn’t exec mapdefault.cfg
PunkBuster Client: Connected to Server loopback
RE_Shutdown( 0 )
----- R_Init -----
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 Ti 4800 SE/AGP/SSE2
GL_VERSION: 1.5.0
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_mipmap_nearest
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
LOADING… collision map
WARNING: CM_GridPlane unresolvable
this warning times a million
WARNING: CM_GridPlane unresolvable
LOADING… sounds
WARNING: Couldn’t find image for shader etpro/springfield_pb/gfx/loading/camp_map
WARNING: Couldn’t find image for shader etpro/springfield_pb/gfx/loading/pin_axis
WARNING: Couldn’t find image for shader etpro/springfield_pb/gfx/loading/pin_allied
voice chat memory size = 0
…
Initializing Sound Scripts
…loading ‘sound/scripts/vo_allies.sounds’
…loading ‘sound/scripts/vo_axis.sounds’
…loading ‘sound/scripts/springfield_pb.sounds’
done.
LOADING… graphics
LOADING… maps/springfield_pb.bsp
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons/flanderglas01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons/spiegel01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons_house2/glass01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons/spiegel01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons/spiegel01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons_house2/zestis04’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons-plants/baumkronen01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons-plants/baumkronen01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons_house2/glass01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons-shaders/bush01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons-shaders/bush01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons_house2/zestis04’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons-shaders/bush01’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons_house2/zestis04’
WARNING: invalid cull parm ‘front’ in shader ‘textures/simpsons/flanderglas01’
----- CL_Shutdown -----
recursive error ‘Z_Malloc: failed on allocation of 65560 bytes from the main zone’ after: Z_Malloc: failed on allocation of 632 bytes from the main zone
or in other words, map wont load 
i hosted it locally and its a great lookimg map!! detail is awesome. i am going to play it on nd80 and hopefully the gameplay is decent anything better then rader is a thumbs up. it does take along time to load and i had my hunks set to 250
Ok, I downloaded it. Just won’t work, the hunkmegs problem. I set the hunkmegs to 90 as you say in your readme, I tried loads of different values for it, it just won’t work. 
to fix the alloc problem you should (on the client side) create a text file called autoexec.cfg in etmain and have in there:
set com_hunkmegs 128
Note that this value can be higher but should never exceed 2/3 of your total RAM (or was it 3/4?)
Anyways we have our servers also at 128 (we do a +set com_hunkmegs 128 in the command line) and it works perfectly.
First of all, i want to say sorry for the bad performence and the many many problems the map makes. I´m on solvin these errors. I also want to thank everybody who reported me some bugs/errors. You guys are the best! To all the people who have problems with the map, I´m on it!
greetz
Maggumaster
Don’t worry man, we know you do this in your free time and we appreciate all the hard work you put in it!
We’re here to help you improve your map, and please know the community loves it! We saw our traffic on the custom server tripling when we put the map on it.
So keep it up!
It does perform terribly, and the hunkmegs issue is a big problem, but it is just such an incredible piece of work. I don’t know how long it took you to design this whole thing but let me say that it is a work of art. I was wowed by the amount of detail inside the Simpson’s house. You did an amazing job.
As far as performance is concerned, I noticed a lot of excessive detail. Your trees for example were almost perfect spheres, and each must’ve been about 2000-3000 triangles. There’s no need for that much detail. You can get the same degree of smoothness with only 100-200 triangles if you use phong on it. Also you hadn’t followed proper brush building techniques, and you had T-junction splits all over the place. A house face which should’ve had no more than 10-20 triangles had about 100. I don’t know if I would recommend you to fix these things because it probably involves reworking the entire map. I think what you have right now is great in its own right.
hi i was looking forwurht to see this map being released .
bud i geth this message .
hunk_allocatetemp memory:failed on 27230492.
wath do i do .
really looking forwurht to play this fun map haha .

Anyone know any permenate servers where this is up? cause there is a problem with my internet which means I cant host.