Supply Depot


(Igloo) #1

Hello,

I wasn’t given the source this time but I hadn’t needed it! (I’d asked of course - however nobody had it).

Supply Depot (Night)

A large crate full of gold is being temporarily stored in an Axis supply depot. The Allies are attempting to break in and steal it with the aid of a truck. The Axis will defend their supply depot at all costs.

Name : Supply Depot (Pro)
Map File : supply_pro.bsp
Script File : supply_pro.script
Release : 18.01.2009

Changes by : eTTp`Igloo

Total Size : 3,23 MB

Players : 28 Allies : 28 Axis
Mods : All

Added/changed:

  • map’s lighting (the night theme)
  • truck has the health bar (it’s destructible/repairable now)
  • the truck stops some metres away from gates
  • mg42 bunker & tunnel’s entrance
  • new, modified from supply3 piece of bunker in the base
  • 2 glass windows in the base, near crane controls (undestroyable)
  • ammo/hp cabinets (axis base)
  • spawn protections over the sky - (off by default)
  • some door & window frames are wider
  • mine protection (can’t arm a landmine near allies’ primary spawn)
  • more spawns (better possitions up to 28 vs 28)
  • clock is set to 20 minutes
  • new textures
  • more clipping
  • corona lighting (except tunnels)
  • and many small things…

Fixes:

  • the broken-for-artillery roof in axis’ supply depot
  • scripting (details in the .script file)
  • gold’s loading process (pure animation)

Bugs:

  • some VIS bugs at the top of the CP’s roof…
    (if you strongly don’t like it, it’s possible to disable this new feature)
MD5: 949a3f09d334478c1fda8bec6a4faa9a
CRC32: 19dfab8b

There’s everything you may want to know!

I left some possibilites to edit the map with mapscripts, so if you want - you can check it on your own (you can test this edition yourself, I will be to help/fix bugs eventually).

For any details please refresh this thread :wink:

P.S. Somebody marked it as an RTCW map - I sent a PM to the northerner that it was his mistake (probably).


(twt_thunder) #2
  • mine protection (can’t arm a landmine near allies’ primary spawn)

isn’t that kinda boring?


(Manwhore) #3

Imo it isn’t. Supply Depot doesn’t lend itself to being a landmining map, anyways.


(Igloo) #4

True. It’s almost unnoticeable.


(Diego) #5

I like the lighting of this map. Might have been nice to have some beams coming from the new lights, but that’s a subjective cosmetic thing. Haven’t had a chance to play it with the changes, but I always wanted to try this map with a truck that can be damaged. Most of the other changes look minor enough that they shouldn’t alter the gameplay in a negative way. Hoping to get this one on our work server to try out.

My only gripe is that I don’t like the non-breakable windows. I’ve seen another version of supply depot with a non-breakable window in the crane control room, but the one blocking the hallway overlooking the front gate really reduces axis defensive capability. On larger servers, it can become pretty much impossible for axis to get out of the bunker once the allies swarm the outer walls. It becomes a big spawn camp fest. The open window at least gives the axis some high ground to fight them with.

Oh, and that safety glass texture you have on them is too big and blurry.


(TomTom7777) #6

[QUOTE=Diego;185617]… I always wanted to try this map with a truck that can be damaged. …

My only gripe is that I don’t like the non-breakable windows. I’ve seen another version of supply depot with a non-breakable window in the crane control room, but the one blocking the hallway overlooking the front gate really reduces axis defensive capability. On larger servers, it can become pretty much impossible for axis to get out of the bunker once the allies swarm the outer walls. It becomes a big spawn camp fest. The open window at least gives the axis some high ground to fight them with.

…[/QUOTE]

Agreed on both points. But I finally have a version worth doing a release-quality FritzBot ET waypoint for. (its so embarrassing when your bot friend attacks an invulnerable truck. “Him no I just met him, guess he never played before”). And it seems like the doors are less constricted too. So I am thrilled with the version as is.

But one thing these maps have always lacked is a good sniper nest. The top of the crane does not get a good field of view. An open top balcony on the east side (rear corner) of the depot building would be good. A constructible ladder under the balcony could give the Allies another way to the controls too. Hmm Anybody know a trick jump to the rooftop of any of the 3 depot wall fortifications?


(-SSF-Sage) #7

From the wall: easy. From the ground harder but possible (not easy enough to do in a real game).


(stealth6) #8

put double jump on (jaymod) then you can do crazy stuff on that map with tj xD


(Diego) #9

got the chance to play this one today in a 6 vs 6 match. A lot of fun. Allies won with less than 45 seconds to spare. That MG at the start was actually quite a bonus for the allies. I do wish those windows were breakable. The allies would have been able to shoot directly into the second floor, but the axis might have had a chance to snipe the gunner more. As it was, anytime an axis steps outside a door to the left or right on the second floor they get mowed down pretty quickly.

All in all, the map was quite fun. It was nice to be able to landmine the truck to slow them down.


(Diego) #10

I got an interesting piece of feedback on this map today. Apparently the mortar doesn’t work on it. One of my friends that likes to mortar a lot says the shells would go up and then just disappear. I don’t recall a single shell landing anywhere in the map during our game. You might want to look into that. Artillery seems to work just fine though.


(-SSF-Sage) #11

Does the map have a tracemap? If not the mortar doesn’t work, even tho arty and support fire works many times.


(IndyJones) #12

i had similar problem with italy. the mortar was disappearing when it hit sky brush. the solution was to make it nonsolid in shader…
and there was a tracemap.


(Igloo) #13

I’m surprised, I used almost the same shader as in default maps :frowning:


(nUllSkillZ) #14

Hi,

it seems that map is a little bit too dark.
Is it possible to brighten it a little bit?
Thank you in advance.