Streets of Italy - FP2


(IndyJones) #1

FP2 version is out now!
DOWNLOAD

WOLFMAP.DE MIRROR

Changelog:

    FIXED:
     - dynamite issues
     - looping sounds
     - Jeep clipping
     - wallhacking in the tower
     - some light leaks
     - mortar issues
     - Mercedes glass transparency
     - black lines on the sky

    ADDED:
     - Jeep stops few meters before barriers, to prevent repairing
       instead of arming dynamite
     - Command Post is a additional spawn for both teams
     - Jeep stops in the middle of tunnel, and is awaiting gold there
     - cracked wall in tower can be destroyed with satchel/dynamite
     - some roofs are unclipped now
     - Health/Ammo cabinets near Market Square
     - MG42 near CP
     - primary Axis house is bigger,and they spawn more inside to
       prevent SK
     - ladder to the roofs
     - constructable ladder to the balcony (for Allies)
     - fixed some brush problems...

Special thanks to Pazur, Isbowhten, Sunny, Mcbeth, Berzerkr, Magic, Bricktop, Stiuart for testing.

The map has been played over 5200 times since 28.08.2008, downloaded from Wolfmap.de over 350 times, and from RTCWFiles.com - almost 200. I didn’t count in-game downloads etc. SplatterLadder 91% rating with 123 votes, RTCWFiles rating 9.4 with 5 votes. That’s a pretty good score I think! Thanks for everyone who hosted that map. I hope you had a good time while playing on this map.

Screens from current version:

http://www.etwolf.ovh.org/italy/italyfp2.html

Screens from earlier version:
http://www.etwolf.ovh.org/italy/ingame.html
http://www.etwolf.ovh.org/italy/italyfp1.html
http://www.etwolf.ovh.org/italy/italy.html

Servers running italyfp2 - SplatterLadder

Once again - thanks!


(th0rn3) #2

Gratz on the fp2 release. I hope we will see another version of this map later. What are you planning it? Will it be final release?
I am talking to my friend, admin of [!!!]Hirntot clan to put this map into rotation


(IndyJones) #3

mapping is pain in the ass sometimes… :wink: if there will be need to make new version (like some bugs, or more balancing) then i will make it. thanks for your reply. the map will be hosted on 2.6 jaymod sunny server with italy fp2 only for a few days, so we can do a big meeting there… :slight_smile:


(pazur) #4

Lets rock & roll ! Kudos Indy !


(Bricktop) #5

Excellent! Thanks a lot for your work!

Also I saw you unclipped the area we talked about, very nicely done!

Will put fp2 in the rotation on etfun.de later this day :slight_smile:


(IndyJones) #6

thanks :slight_smile:

just a note to ppl that host map on their servers - please do not modify the pk3. i’ve seen it twice already that someone changed the pk3 just to have a diffrent position on loading map screen.


(IndyJones) #7

does anyone have some suggestions for TE (tournament edition)?
so far i had request to make jeep faster…


(P4nth3r) #8

Wow, great looking map, I suppose you cound’t make a port for Urban Terror could you?

Greetz Way2Evil


(IndyJones) #9

i was thinking about that, but i couldn’t get ut radiant to work.


(ChimTea) #10

Great map…
atleast not boring like baserace

i like it great gameplay :slight_smile:


(Jbrizzel) #11

WoW, that is a great map!


(molotov) #12

The map is great, but i missing some things:

script

  • using the setautospawn function on the CP spawn would be usefull imo
    (btw two optional/recapturable spawn could causing trubles in the head of the players)

objective sounds:

  • for gaining/loosing ground: in vesuvuis_rev bete u will find this sound with better quality
  • for ramp: in vesuvuis final theres are sounds for truck ramp. Cut the truck world out and you will have a proper objective sounds for the ramp.
    Both map by MrFin c Firefly
  • for the wall: in Caen map you will find a good sound: “sidewall breached” (map by Zig-Zag)"

map
I’d like if here will be a normal way to the balcony

I’d like if here will be the house opened (the wall is near the cp

Mabye here coud be a way between the houses


(isbowhten) #13

i wont use setautospawn at CP…
what if somebody thinks he is cool if he builts the CP to let everbody spawn very far away from the tower when you have to defend goldcrates?
it is better to give players the freedom to chose their spawn…
also with the flag… only allied use setautospawn as it is nearly always better to spawn at the flag as at the initial spawn but for axis it is not used…
if somebody will annoy allies by recaptuering flag but jeep is near CP setsutospawn again wont be helpful


(molotov) #14

Ofc in this map the usage of setautospawn command coud be based where the jeep is (and could be write in the trigger m1-77 lines).
example for the allies team

  • at the start the first allies spawn can be the default
  • when the jeep reach/leave the market place where the flag is the flag can e the default
  • when the jeep reach the tower where the objectives are the cp spawn can be the default
  • and before the jeep reach the end again the first allies spawn could be the default

Once check how many players choice the non default spawns on the maps :mad:


(IndyJones) #15

thanks for the suggestions molotov. i’ll take a look at these sounds.

i will think about making a way between houses. if i’ll make one, i’ll connect it with the room near balcony.

i’m also thinking about making night version, with less light, new sky and fog :wink:


(bo`) #16

Is it playable in competition? I play it from time to time on public and it’s somehow giving the game some fresh feeling even when it was originally a CS map.

Playing it in clanwars would be nice though. Anyone tested it for competition play?


(rambo13) #17

heres a dumb question: did u made all this urself or got it somehow from the CSS, if u did i would love to year how, i dont think the regular decompling wont help…


(Pegazus) #18

He decompiled it somehow…
I hope r4mbo13 you wont go same way.

“Ära raiska oma aega decompile peale teisest mängust, mõtetu tegevus. Sa rikud autoriõigusi ja suht mage viis, aga eks see ole sinu otsustada :slight_smile: Tee map sarnane sellega mida sa soovid decompilida, siis pole midagi viga.”


(ailmanki) #19

I disabled the balcony spawn at cp, due to people staying there in spawn and shooting from there the enemy down… its excellent place for that… Has even ammo/medic. Leads to sk…

I thought about placing the spawn inside the house, but I was to lazy… so I just disabled it.


(IndyJones) #20

i’ve decompiled the sof version of it, although i succefully converted any SOURCE engine based game to readable .map by gtk radiant. you can even convert ‘left 4 dead’ maps (as far i know it’s the newest title using source engine)…

@bo` - i think it is playable in competition, although i never played it… just public. and it was fun. lot of fun. :slight_smile: