sw_railgun. etpro script


(seven_dc) #1

I made this for fun. and because railgun rocks. Too bad It is rather bad competition map. Maybe these changes can make it more competition friendly.

New features of the script:

  1. axis can now spawn at the command post when it is build.

  2. Allies cannot move the train anymore.

All changes are for making railgun fast paced map and remove fullholds.

Install:
This script is installed by adding it into servers etpro directory.

Download
http://koti.mbnet.fi/seven/temp/et/sw_railgun01_ETPRO_ONLY.pk3


Yamaha fs1e history


(Loffy) #2

Ah, excellent!
Hope to try this enchancement later on.
Spawning as axis at c.p. (as an option, when c.p. is built) is logical. Great work! It will improve the performance for the axis troops.
Allies cannot move train? That was a bald move! Let’s see how that will affect the play!

//Loffy


(au.Hiroshima>) #3

nice :slight_smile: The track switch needs some attention, it appears to be working in the old mode and won’t let the allies close it when the tug has passed the switch on the way to the depot. It should be set up so that axis can only raise it and allies can only lower it, no matter what the status of the tug is.

any suggestions for time limit and spawns, or are you going to leave that up to admins?


([DS]-=Pencil=-) #4

I do not have suggestions, but a little mirror from RTCW-Prison: http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=1039

:slight_smile:


(eLreaSon) #5

Why dont you make a raligun like sw_goldrush? Maybe that way can start liking it and playing it.. More then 75% of the portuguese ET playing think railgun is a stupid map, why dont you change their opinion? :slight_smile:


(CoNtr@) #6

First I want to appluad your efforts. I think alot of us in competition really like railgun and were looking for someone to make some changes to make it a competitive map again.

I would be willing to give it a try to see how it plays, but I am a biot worried that without the aliies being able to movew the train, it will become very offensivley biased. I think it will be a game of the allies defending the train, much like the truck at the end of supplydepot.

Just an idea, but how about instead of making the train movable by axis only, add a train checkpoint at the trackswitch. Once the trrain passes the trackswitch, it automatically lowers and cannot be brought back past it again. Do the same thing for the return trip.

Either way, I hope to see railgun in competition agian soon!