ST Nazaire - BETA out now


(DAbell) #1

The Map

The map is based on the real life scenario of the commando raid on the dry dock at St Nazaire (NW France), the dry dock was essential in the plans of the Axis forces to cut off the supply routes across the Atlantic. The sister ship of the Bismark the Tirpitz was the ship capable of doing this, but the only dry dock large enough to cope with the repairs of such a ship was St Nazaire.

So in March 1942 the Allied forces came up with Operation Chariot a plan to disable the dry dock leaving the Tirpitz no safe haven. The Allied troops disguised the HMS Campbelltown as a German gun ship and sailed right up the estuary ramming the ship right into the front of the dry dock gates, the hull of the ship was filled with explosives on a delay fuse. Whilst the ship was firmly wedged into the “caisson” the troops raided the dock blowing up the winding equipment for the docks thus disabling it from use for some time.

Allied Objectives.

Spawn at either the Old Mole, the jetty or on board the HMS Campbelltown.
Troops spawning at the Campbelltown should blow the harbour wall for easier access.
The door to south winding house needs to be blown.
The South winding equipment can then be blown.
The forward spawn in the warehouse allows quicker route through.
The north winding house door can be barricaded by the Axis troops (satchel destroyable).
The north winding equipment can then be blown to win the game.
The North dock gate is control by a lever on the Axis side of the dock, sneak across to open bridge allowing easier access to North winding house.

Axis Objectives.

Spawn at either the warehouse forward spawn point or Axis Garrison.
Build the North winding house barricade.
Defend the Winding equipment on both south and north.
Defend the North dock gate controls.
Defend the warehouse forward spawn point.

There is a neutral command post for either team to control.

Points added since FP

Below are some of the additional features added since the play testing of the First Playable version.

-The spawns on the Campbelltown have been moved to the back of the ship and cover given, this is to avoid the arty spawn massacre that was happening.
-Also to prevent this spawn killing an additional spawn area has been added for the allied troops to use should they find themselves under spawn attack.
-The spawn time has been increased from the mistake of 1sec that I had left in from personal testing.
-The north dock gate has been changed into a moving bridge, operated by a lever on the axis side of the dock, this is to stop the allied troops having too easy an access to the north winding house.
-More ladder and exit points have been added to the water areas, no more 1000m breast stroke competitions.
-An underground service tunnel has been added that links the axis base to the warehouse, a room next to North winding house with a axis team door is there to allow some covert and engineer sneak attacks.
-Some additional textures have been used to add a bit of irregularity, but I want people to remember that this is a WW2 dock yard its not going to have lavish marble floors and posh swoopy architecture, just big square functional concrete I’ve gone for realism in my mapping.
-The ground has now been adjusted so it will take land mines (least I might get some kills now if I play it)
-The whole light level of the map has been increased to more acceptable levels, it was a night time raid but I thought I would brighten it up a bit.

Well that’s about all of the changes that have been made please have a look at my map, play it if you get the chance and let me know any further issues that need clearing up to make the final version as good as it possibly can be.

Here is a link to some screenshots of the map.

DEAD LINK

Here is a link (courtesy of S.S.Heirpie www.shit-storm.com) to download the map.

DEAD LINK


(S.S.Heirpie) #2

Just an update, the players seem to enjoy your map alot better with all the updates you have added to this map!!!, I love the bridge!! nice touch!! and the tunnels, Axis have to keep on there toes this on…

PIE


(capslock trojan) #3

nice map nice work :clap:
is there gonna be a resource map :smiley:


(Berzerkr) #4

Oh yes, the map is now bright. :banana:

Now a quick bug-report from me.
Klick on the images to view them in a larger size.

On this two Pics it’s possible to go through the barrier on the roof:

This one shows the player the wrong model for the constructible:

The snowy-boxes do not really fit in the map.

But at last I can say: The Architecure seems very realistic to me.


(DAbell) #5

Thanks for the feedback yeah those barriers slipped through the net on my last update i don’t know why you can walk through them because they are solid brushes, but i’ll sort it out somehow.

I think as you are a allied troop in your last shot the icon your seeing is for the north winding equipment, its axis who will see the crates as an icon before the barrier is built and the allieds will see a satchel icon once it is built.

Thats not snow on the boxes its a very fine white sand blown from a nearby beach in some particularly heavy wind that we had recently.

No really i know its not right i’m going to work on adjusting the texture to be a bit less wintery.

Thanks

D :slight_smile:


(DAbell) #6

S.S.Heirpie has made me aware of a problem that he has discovered with the latest version, due possibly to the spaces in the name of the pk3 file the server that he did have it running on crashed when people were trying to download the file. I hope to be able to supply you with a link to a new renamed pk3 file very soon that will enable it to run on servers without any problems.

Sorry if i have caused anybody any major inconvience.

David.


(S.S.Heirpie) #7

Dabell, I fixed that problem, there was a space between the (ST) and Naraire-beta, I just renamed it before sending you the link!, I sent you 3 emails, 1 must have not made it, Its fine now…


(Schaffer) #8

Near where the sub is located is a tank. If you stand on the footing that is on the northern side but closest to the sub and jump and forward, you manage to jump into the tank. The tank disappears while you are in and I think (from memory) that you can shoot out of it so nobody will see you there, not that its a great view. Other tanks don’t seem to have this “feature”. This was in the previous version as well.

Also, the ramp out of the water near where the allies blow the wall is missing a surface underneath. When you take a swim you can see that the thickness of this is not complete to the sea bed. This allows you to look underneath and see the sky


(faltytower) #9

Just a minor quibble: the photo of the woman is too modern. Might want to do some PS to give it that 40s look. Overall, I like it: good layout, lots of place for intense firefight, many routes, lots of option for tactics, and nice FPS output.


(SiliconSlick) #10

Looks good… you might want to stick with
lowercase letters though.

Mon Apr 12 11:33:37 CDT 2004

Files to analyze:

-rw-r–r-- 1 slick ND80serv 3972597 Apr 12 11:33 StNazaire-Beta.pk3

----- PK3 - StNazaire-Beta.pk3 -----

StNazaire-Beta.pk3 - *** Warning: Missing maps/stnazaire_lms.script - LMS Mode Script ***
StNazaire-Beta.pk3 - *** Warning: Missing maps/stnazaire_lms.objdata - LMS Mode Objectives Listing ***
TEST** scripts/stnazaire.arena does not support wolflms
StNazaire-Beta.pk3 - ** Legacy warning: the name maps/stnazaire.OBJDATA contains uppercase letters which should be avoided **
StNazaire-Beta.pk3 - ** Legacy warning: texture textures/nazaire/dirt_brown.jpg in scripts/nazaire_skies.shader should use .tga extension (even if .jpg file) **
StNazaire-Beta.pk3 - ** Image Warning: UNABLE TO LOCATE textures/skies/topclouds.tga IN scripts/nazaire_skies.shader **
StNazaire-Beta.pk3 - **** MAJOR Warning: SHADER scripts/nazaire_skies.shader REFERENCES NON-EXISTENT IMAGES (see above) ****
StNazaire-Beta.pk3 - *** Shader Warning: Could not locate shader textures/%METASHADER_NAME%_base" referenced in maps/stnazaire.bsp ***
StNazaire-Beta.pk3 - **** MAJOR WARNING: BSP doesn’t match PK3 name (very confusing) ****
StNazaire-Beta.pk3 - maps/stnazaire.bsp
StNazaire-Beta.pk3 - SUMMARY: 2 Major warnings 2 Warnings 1 Shader warnings 1 Image warnings 2 Legacy warnings

SiliconSlick


(DAbell) #11

Hi I’m looking for some helpful suggestions, for anyone who has downloaded my map i’m thinking of adding an extra Axis spawn point and i was wondering if anybody had any decent suggestions for a suitable location.

I had thought that i could open up the house that sits at the west end of the docks opposite the submarine bays.

If you have any ideas or think that an additional spawn is not necessary then please let me know.

Thanks

D


(DAbell) #12

Sorry to pimp bump this up but i am still looking for some feedback to help get a final version of my map out, i’m quite busy at the moment with buying houses and trivial stuff like that so progress is slow at he moment.

I’m still hoping someone could put it on an English server so i might be able to get a game on it at some point

Thanks

D


(SiliconSlick) #13

In a quick run-thru:

  1. Need to differentiate between primary and secondary objectives.
    The 2 windings are definitely primary. Whatever walls that must
    be blown to get to them should be primary too.

  2. The status is set wrong in the limbo menu for objectives for
    a) the harbor wall, b) the south winding door, c) the south
    winding mechanism, d) the north winding. It put red X’s for
    Allies when they accomplish them (and green checks for Axis).

  3. The flag is the wrong color on the north winding door
    construction

  4. There is a missing brush/texture if you jump in the water
    at F8 and look under the ramp.

  5. The railing on the destroyer looks a bit funny when you
    are on top of it. It would be good to have a thicker brush
    rail running along the top similar to the dock’s railing there.

It’s part of the rotation at ND80 Test Maps for the moment.

SiliconSlick