ST NAZAIRE (FP) Ready for Testing


(DAbell) #1

Hi guys right i have got my map to a stage where i feel it is need of some testing to see if the balance of gameplay is anywhere near right, i have ran around endlessly checking that everything works but gameplay you can’t do by yourself. Right my first questions with regard to hopefully getting my map tested.

  1. Where can i upload my map to so other people can download it, and where it could be safe from rip off merchants.

  2. Is there anyone who would be able to run my map on a server for a period so i can get some people together to test it. ( need the ability to cope with a 56k cannon fodder loser <me>)

  3. Should I include the arena and obj files in this FP version, can it cause problems if i don’t.

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 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.

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

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

Due to the water on this level it does give the ability to take differing routes therefore keeping the chances of an Axis dominance over the map down.

I really don’t know how this will play out as a multiplayer map time will tell.

The link below is some screenies of the map.


(D3C0Y) #2

i looked at the screens and my first impression was that teh map is to empty and the textures are to repetitive…


(Ramoonus) #3

yes 2 few buildings and extra`s
textures: more and different use of them


(DAbell) #4

Thanks for your honest opinions i was afraid that the whole industrial scenario would lead to a lack of imaginative textures, i will take your comments on board and try to improve on the look. Unfortunately due to the open design that the map had to be i have to be very careful of putting to much detail in and killing the FPS. Thanks i carry on working on the look but i still need to get the gameplay side of things right, almost as important as the look.

Regards

David A


(Fusen) #5

justb shrink the size of the map by two and it would be a nice map lol


Yamaha wiki history


(G0-Gerbil) #6

For a place to upload your map, point your browser of choice on your OS of choice to www.pcgamemods.com and create an account.
You can upload files and screenshots for others to grab in their billions and trillions and zillions and squillions*.

*Probably


(G0-Gerbil) #7

BTW yeah ET is sadly lacking in normal industrial town textures, I’ve run into the same problem myself.
You can get a few nice wall / window ones from ydnar’s coffers at www.shaderlab.com, and probably checking some of the past texture competitions at mapcenter.com wouldn’t hurt (that’s where Chavo got many of his venice textures from).


(Cartman) #8

you can send me your map in ICQ
then I can public your map on et-scene.de :wink:


(DAbell) #9

My question regarding arena and obj files is still in need of a reply can anybody help.

I have been looking for new textures and have found a bunch of better textures to incorparate into my map but i have got some people to get the map out to for testing frist thanks to all those who offered help.

Cheers

D :slight_smile:


(Schaffer) #10

DAbell

I’m not a mapper so I guess I cant answer this question like some of the others but put these files in just to make sure, even if the objdata fields are blank. As for the arena file this should also be there. it’s not that hard to do:

Sample Arena File - Change this to suit and tyhen call this [Map_Name].arena in the scripts directory

{
map “st_nazarie”
longname “St Nazarie”
type “wolfmp wolfsw wolflms” // Remove any that are not required (probably LMS)
timelimit 30
axisRespawnTime 16 // Set this
alliedRespawnTime 18 // Set this too
lmsbriefing “”
briefing “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.”
axiswintext “Yeah Axis Dominant” // Adjust this to suite but i like it
alliedwintext “What, how the hell did that happen. Axis SHOULD always win. Long live axis” // :slight_smile:
mapposition_x 400 // X coordinate of pin on map of europe
mapposition_y 500 // Y the same
}

Sample object data file. Call this [map_name].objdata and save this in the maps directory
NB No brackets for this

// scenario information
wm_mapdescription axis “Win :)” // Displayed in limbo menu objective area upon selecting axis
wm_mapdescription allied “Loose ;(” // Displayed in limbo menu objective area upon selecting allies
wm_mapdescription neutral “Same as arena but formatted for different display type”

// Axis Objective Descriptions
wm_objective_axis_desc 1 “Primary Objective:**Objective 1”
wm_objective_axis_desc 2 “Primary Objective:**Objective 2”
wm_objective_axis_desc 3 “Primary Objective:**Objective 3”
wm_objective_axis_desc 4 “Secondary Objective:**Objective 4”
wm_objective_axis_desc 5 “Secondary Objective:**Objective 5”
wm_objective_axis_desc 6 “Secondary Objective:**Objective 6”
wm_objective_axis_desc 7 “Secondary Objective:**Objective 7”

// Allied Objective Descriptions
wm_objective_allied_desc 1 “Primary Objective:**Objective 1”
wm_objective_allied_desc 2 “Primary Objective:**Objective 2”
wm_objective_allied_desc 3 “Primary Objective:**Objective 3”
wm_objective_allied_desc 4 “Secondary Objective:**Objective 4”
wm_objective_allied_desc 5 “Secondary Objective:**Objective 5”
wm_objective_allied_desc 6 “Secondary Objective:**Objective 6”
wm_objective_allied_desc 7 “Secondary Objective:**Objective 7”

In the description fields you can put in a line feed by a single * or carriage return by using a double **

Somebody correct me if I wrong (only a guess here) but I think that there should be the same number of allies objectives that there are axis (and vise versa)

Make suer the objective data is in since I know I hate beta testing maps that don’t tell you what to do. :moo: Sure you can work it out but take the effort to do this now, and maybe change if the feedback dictates this.

Remeber, I’m not a mapper. GTK freaks me out so I’ll stick to doing command maps and kicking the allies off maps that rock :rocker2:


(G0-Gerbil) #11

Yep, same number of objectives - try not to think of there being allied and axis objectives, but one set of objectives with an axis and allied description for each (EG if axis is ‘destroy the bridge’ then allied one for the same number would be ‘defend the bridge’ etc.

So yeah, include arena and objective files, makes it a lot easier for people testing the map.


(S.S.Heirpie) #12

Here is the first playable version of Dabell’s map, he said to release it so here it is:

HERE

there needs to be some fixes but would like some feed back…


(Schaffer) #13

I think it looks quite good. Gives pretty good FPS.

Here are a few inital comments but I’ll do a more comprehensive list later:

  1. Need some additional ladders to get out of the water. One around near the lighthouse (10G). Another couple at the ends of the pier along side the boat. Probably two on the right side (east side) of the main canal into the habour (ie just north of the ship) (5I & 7I) and maybe a few other around the traps like 3I and maybe another around 9B.
  2. It seems a bit dark which can make it hard to see the doors in some areas. I do realise this is suppose to be dark but maybe too dark.
  3. There is a lot of areas where it seems like there is nothing to do, jusr run around and have fire fights. Maybe a few more objectives.

(DAbell) #14

Thanks for the input Schaffer I need to get as much input to get this map up to scratch the light levels one is strange cause on my computer it looks fine nearly everyone else who plays on it says its too dark i’m going to adjust that along with the ladder/net water escape routes which i found to be quite annoying whilst playing with S.S.Heirpie last night.

I’m also thinking of some way of restricting the allies route down the far side of the dock to the north winding house, by maybe having the dock gates as a moving bridge. Opinions and ideas would be gratefully received.

I would also like to give a big thanks to S.S.Heirpie and all the Shit Storm crew who have helped me so much.

Thanks

David


(SiliconSlick) #15

Looks good.

Thu Mar 25 08:20:40 CST 2004

Files to analyze:

-rw-r–r-- 1 slick ND80serv 3288772 Mar 25 08:20 stnazaireFP.pk3

----- PK3 - stnazaireFP.pk3 -----

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

SiliconSlick


(DAbell) #16

You must be a mind reader slick i was just thinking what would happen if you ran your checker on it, is that quite good a bit better than some i’ve seen you do so i’m happy.


(Berzerkr) #17

The map is very dark for a daylight-map, do you make it lighter?


(pgh) #18

Shots look good and gonna ty it when I get home.

As you lot said yeh its kinda empty but it sets a quality theme… reminds me of pictures from old docks where you’d see huge vessels get set off but under attack or during a dull holiday… \o/


(Schaffer) #19

Maybe add some constructibles MG nests. This could probably be done in such a way that one nest is built and defends an area until ahte allies overpower and then the axis fall back to the next constuct point.


(DAbell) #20

The idea had for one of the changes to my map was to make the end caisson ( dry dock gate) into a movable item operated by a button on the axis side of the dock making it a little more difficult for the allieds to slip down the far side and in to the base. Could someone give me a simple step by step on what i need to do to make a moving item.

I’m guessing you change it into script mover and trigger it through the script some how.

Thanks for your help if you can.