SW El Kef released !


(Marko) #1

The stopwatch version of El Kef is now ready for release.
The map has had many little tweaks and structure changes which have helped balance it a lot more since the last version:

  • spawn times changed from 20/25 to 15/25
  • new ammo rack for allies in the first section of the map
  • new side path to the objective courtyard. This should help split the defense
  • added crates around command post area to provide more shelter
  • woodden shelters around spawns to avoid artillery spamming
  • fixed texture bugs, texture alignments, and struture bugs
  • fixed the forward spawn flag issue
  • changed charge bar required for shatchel-breakable objectives (1.5 Charge Bar needed now)
  • removed the roof access abive the main gate courtyard to reduce defense camping

SW El Kef is now attacker friendly and should no longer provide easy full holds, mainly because axis defenses take twice as long to set up, but also because allied respawn times have been lowered.

The map file can be found directly in the Downloads section of http://www.gamedesign-online.com/ or by clicking directly on the link below:
http://www.gamedesign-online.com/index.php?menu=Downloads&dlid=36

Once again, I would really like to thank Burniole, and the different clans who helped with testing and bug reporting on El Kef.

Installation:

extract the PK3 using WINZIP, or WINRAR into your
Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
Territory\etmain)
Run the game, and play.

El Kef - the making of:

Map & Script : Marko

Command map : Burniole

Main Testing : Burniole, Coniole, Gone, Blanchet, Kennie, Flak, Jonon

Ideas, Feedback & Bug Reporting: Lefty, Shazam, Ifurita, Nikita, the Village Idiot, au.Hiroshima
Jtiger, eRRoLfLyNN, Nephelim, ]UBC[ McNite

Map Description:

El Kef is a city taken over by the Axis forces in order backup and cover the Tunisian coast.
An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the
crypted messages of Axis defense points.

The map is split in 2 main sections:

  • A first section where the aim is to rush for a forward spawn flag and destroy a main entrance
    gate. This section is similar to the first part of oasis because the flag and objective are close
    and a team door allows an attacking team covert ops to open a direct access to the final objective

  • A second section where the aim is to steal an objective and return it to a truck. There are several
    ways of reaching this objective, and an important one is a command post which provides an advanced spawn
    for the team that sets it up.

Map Contents:

  • 1 neutral command post
  • 3 different spawns for allies, 2 for axis
  • 1 objective to rob (radio transmitter)
  • 1 extraction point (truck)
  • 2 constructible defenses for the defending team (satchel breakable)
  • 2 health & ammo racks








:smiley:


(Ifurita) #2

He’s ALIVE!!!


(Marko) #3

ROFL, yeah I am :slight_smile:
After a nice long pause, I’m back to work here and there on maps :smiley:


(ChiemseeMan) #4

Hi Marko, i have DL the .zip, but the .zip is damaged :frowning:


(Marko) #5

Hiya ChiemseeMan :smiley: It looks like u were unfortunate. I just downloaded the file again and it works fine on my side. I suggest you give the download another try :slight_smile:


(RToiletman) #6

Hey Marko,

What lighcompile you use? It’s looks great.


(ChiemseeMan) #7

:bored: I downloaded the file 3 times, all files i cant unpacked. :bored:


(Marko) #8

I used full options (bounce=8, samples=2,filter on) but also set a specific lightmapscale on func_group brushes where I wanted higher quality lighting, like the palm tree shadow on the wall in the screenshot below (lightmapscale = 0.2)


(Gringo) #9

Map looks very nice, nice work. Gotta get it on the bolthole and give it a whirl!


(Northerner) #10

mirrored at RTCWFILES.COM
http://returntocastlewolfenstein.filefront.com/file/El_Kef;55071


(DerSaidin) #11

Great work, looks as good as goldrush!

Should be nice and refreshing.


(Marko) #12

Heheh thanks guys :slight_smile:

@Chimseeman, I suggest you give a try to the RTCWFiles mirror that Northener kindly set up. It works perfectly for me there too :smiley:


(ChiemseeMan) #13

I have DL it from Wolfmap.de, only this version i can unpack. I dont know why :???:

Here Mirror:
http://new-etmaps3.de/maps/sw_el_kef.rar


(flower.Hercules) #14

Hope this thing takes off and rewards you for all your hard work, great map!


(Fusen) #15

sounds like some nice changes, I’ll have to find a server with it on to really test it out


(]UBC[ McNite) #16

Played it yesterday on our server with 18 players for the first time.

Very first comment was: looks like Goldrush on crack.

My feeling about the gameplay: The map is still not flowing enough, because its too narrow in too many places. You just don’t get smooth movement for a player, and its a very hard fighting about every yard advancing or getting it back from the enemy. I think I already mentioned this in a very early feedback, its a bit of a pity that it didn’t get changed towards more room for the players.


(Marko) #17

Yeah I fully agree with the fact it’s way too narrow for 18 player servers… and that’s mainly because it was designed for 3 VS 3 or 6 VS 6 matches.
It would need enlarged quite a lot to fit public servers with over 14 players :slight_smile: