Streets of Italy - FP1


(Magic) #41

I would go for the green one - on a crowded server it would be very hard to use only the stairs up and all the way down.
The axis spawn is very near too - you could move the drop car to inside the alley - making it easier to allies to deliver.
Making the cp available spawn point for both teams could be a good idea - taking some attention away from the main objective.


(pazur) #42

Sunny, I see… this is probably why you get the lines in the sky. I have the same gfx card in my notebook (HP 6x series) and with “normal” settings I don’t get it.


(Miki) #43

Well its not a bad map, very nice made, but, i think the big problem is that its made for counter strike, and not for enemy territory. If you know the TCE mod, go play on the whithesharks server, they have 2 counter-strike maps runniing, (DE_DUST 1 and 2) and they are both very (VERY) bad maps for TCE.

I think you might have the same problem here. its made for CS, not for ET…

Anyway, I also think the tower ‘stairs’ are too long to get the gold. The axis spawn is very close near the position where the truck stops, and you have to run back to the truck with the gold. One flamer on the stairs = very big problems to get the gold, and then you have to bring it back, so close to he axis spawn…

Well, did you test this map on a server yet? :slight_smile:


(IndyJones) #44

the map has been cycled over 300 times, i played around 15 times on it :wink:
with 4vs4 max it was very good, with more players it was too chaotic. i’m already working on another paths to the tower, and as well some more balancing.


(pazur) #45

Basically you NEED a beta (or a fp1 like here) to test the balancing. There is no other way.

In Adlerhorst I added a few elements to make it easier for Allies to win and they work as planned. I played the final quite often and Allies really manage it to steal the docs and escape. There are a lot of maps including official maps that are nearly impossible to win, because people know every place in the maps and got really well at defending. Goldrush is such a place. With 16 players overall Allies can win, but not with more than 32.


(Sunny) #46

Maybe if it is possible, try to reduce the mapsize a bit. 18MB is not small. I think it is possible to reduce the size about 3-5MB easily. On some large sounds you can use less then 22khz because you will never hear the difference in game…
Pazur did a very good job at his adlerhorst final, he reduced from 33MB to 19MB if i remember right…


(IndyJones) #47

i was thinking about making a separate pk3 with not-so-needed sounds, like music and some ambient sounds, so only servers that want it will put it, but it wouldn’t make a big diffrence i think. after removing all italy sounds, the pk3 size is 15 mb.

btw. i have already ripped some of the sounds (all was them all?) to 22khz. the diffrence is really noticeable - or it’s just me :stuck_out_tongue: (i’m playing on earphones).


(Sunny) #48

I tested some sounds on 11khz and you hear a difference, of course. But not really in the game. Because you play and do not listen to the music which is played in one room for example…
And there is maybe some space to get with the pictures und textures you use. Ask pazur, maybe he can help you and give you some hints.


(IndyJones) #49

he was able to compress his textures, because before it he was using mostly tga only. i didn’t make a same mistake as him, and i used jpg from beginning… :slight_smile: i’ll try higher zip compression later.


(Sunny) #50

Ok, but i am not sure if this works with higher compression. I think it won’t make a big difference at the end.
Any idea when the first “beta” or second playable will be published?


(IndyJones) #51

fp1 is some kind of beta, just with diffrent name :wink: i’m already working on bug fixes and balancing. i have less time since monday, so i think it should be ready within a week or two.


(eiM) #52

Things I would change to make it better for competition play (I really think it has potential)

  • Tower is too 1wayed, try to give it some additinal stairs or smth to get up to the Tower Door as ladders are always a problem in W:ET
  • the Tower itself could make some problems aswell as it will be pretty hard to get the objective out of there… tehre is need for an additional way (longer than the given one) so its not too annoying
  • maybe make that truck thingy a bit larger
  • let that truck thingy makea stop after the first of the 2 ramps so you dont have to build both so it moves… just add a waypoint after the first ramp
  • think of a CP spawn for allies as Axis respawn is kinda near the final objective and it will be very hard to get for allies when spawning at the very back

just my first thoughts… if you like to get in touch with me join #esl.et I’d love to see this map in competition soon =)


(Moedervlekje) #53

the reason you can get shot from all directions, probably, is because this map is transferd from counter-strike, and in CS you can get shot from anywhere, anytime :smiley:
thats why I like et better :stuck_out_tongue:


(Sunny) #54

Any news on next beta release?


(IndyJones) #55

hopefully this weekend or beginning of the next. scripting problems…


(Sunny) #56

Ok, then i will wait for new version. I want to put it on our best public server, so i think it is better to wait for the new one…


(IndyJones) #57

yes. i have played with 45 active players and it was a real mess… :smiley: although allies still won the match.

it’s so weird that everything works flawless on etmain, but not on etpro/jaymod/noquarter/etpub… there are always missing icons or sounds.


(BrightIs) #58

Hi IndyJones,

Great map, we are currently hosting it on our =Nuremberg=European 2.55 Jaymod server, and all the regulars love it. It is hard for allies, but more often than not the objective is completed by allies. Its a pretty balanced map :).

Although there is a problem with the axis camping and I would agree with your option in red to have a satcheble wall to roof. An alternative entrance and escape is necessary imho. The jeep parking outside the axis span does create problems but having it closer to object might make it too easy for allies. Perhaps then a route through the buildings round to back of jeep might solve that issue.

Also having the command post as a spawn point for allies would help a great deal and make things more fair.

Would it be possible to be able to walk on more rooftops? (Just for fun :tongue:)

Other than that great map, well done :cool:


(IndyJones) #59

i can enable walking on all roofs, but then you could see the map outside, wich is pretty empty :frowning: it would make a bigger fps issue. so far i have enabled 2 roofs - the one near balcony close to tower, and the one in front of CP.

thanks for hosting, i think i tried to join your server, but i always kept disconnecting due to missing pk3 files (although they were downloading). :slight_smile:


(molotov) #60
  1. I agrree too much stairs to the objective
  2. on bigger server under NQ mod the map is crashing often (max_gamechars)
  3. maybe a bridge here would help and can preent also the spawnkill issues (on many server SK dont enabled)