The Atlantic Wall beta released!


(lennyballa) #1

Download:
http://www.enemyterritory.org/downloads/Atlanticwall.zip
http://www.pcgamemods.com/dl/b8f3ddac6bf90e1b80cb961f2be0db5c/Atlanticwall.zip


Check screenies at
http://markoweb.free.fr/phpBB2/viewtopic.php?t=321

//The Atlantc Wall
//By Lennybal

// Enemy Territory //
// Released 2003 - 08 - 23 //

Map info:

Allied forces have to destroy an ammonution
storage and a radio room, located in a base
behind the Atlantic wall. Before Allies can
enter the base they have to destroy a seawall,
or the sea gate. This won’t be a easy mission,
since there isn’t a forward spawn or health/ammo
cabinets.

Installation:
Place the .pk3 file included in this zip in your /etmain directory.
Example: C:/games/Wolfenstein - enemy territory/etmain

Feedback is welcome,

// lennyballa@hotmail.com


(flashkillaman) #2

verry good


(*[SfS]*OpTeRoN) #3

Ah cmon man!
Not another beach map.

I really think I’m going to not release my map after seeing this map released…


(lennyballa) #4

This was an old unfinished rtcw map of mine, and i need usefull comments, not some shit about another beach map. Did you ever hear me complain about all the rain maps coming out? And what other beach maps? I only know about d_day, that’s the only “real” beach, the map beach just isn’t a real beach, but more the battle behind it. So please gimme some usefull comments


(rival) #5

just from the screenies, the sand looks pretty bland…

btw Battery is a ‘beach’ map


(lennyballa) #6

http://www.pcgamemods.com/dl/b8f3ddac6bf90e1b80cb961f2be0db5c/Atlanticwall.zip

New link added, please give some feedback about gameplay issues, that’s what i need because when i’m alone i can’t really think about balance :disgust:


(rgoer) #7

By the way, check out http://www.pcgamemods.com/imagetutorial.html to learn about posting screenshots with the files you submit there…


(lennyballa) #8

Tomorrow i’ll post those screenies, but for now just comment the MAP ok?


(14087) #9

:clap:

This map is one of the most beautifully crafted maps ive seen. It would look nicer inb day light though, and in some of the tunnels there is no light at all, and some places you cannot hear the siren.

Hope that helps, cant give any game play suggestions, i havent seen it on any servers.


(lennyballa) #10

Thx for the usefull reply, i’ll make some more lightning and also i’ll post some screenies when it’s daylight, i say you night is better :bump:
I also add some extra speakers, and change some textures


(*[SfS]*OpTeRoN) #11

Pffft…

http://www.splashdamage.com/forums/viewtopic.php?t=3688


(Ifurita) #12
  1. The large “created by lennyball” that you can see in the compass when building the CP is very tacky - see my previous rant
  2. The trees wouldn’t really be on a beach like that
  3. Sand is too monotone - it’s just boring and makes the allies stand out like sore thumbs
  4. Crater in the middle is huge. You’d be better off with more shellholes which were smaller
  5. The breach is way to neat when blown. It looks more like the entrance to a cellar rather than a hole that has just been blown in the wall - more rubble would make it look nicer
  6. underground barracks room needs light
  7. The bunker where the CP is does not make any sense to me. a forward OP would have a better line of sight over the water (up on the hill), the stairs would face the seawall, not the enemies, and the MGs would face the water, not the defenders. I’d turn it around and put it up on the hill. maybe make it an axis spawn for 4-6 people only
  8. I counted only 2 entrances thru the wall and both are horrendous choke points for the allies.

a. The underground breach gives the allies a nice long hallway, with no cover, and no way out in which to get slaughtered in.
b. If the allies can fight their way thru the first breach, then the two ladder exits can be camped easily with a flamethrower (think oasis tunnel exit, only half the size
c. The ramp breach is also pretty narrow and the axis can put down a pretty good crossfire from 5-6 positions and elevations

  1. I get the radio objective but not the special ammo. There is no special weapon up top that would use the special ammo and anything of that nature would probably be stored below ground in a bunker. Right now, it looks like old junk someone needs to clean up

(Lockeownzj00) #13

I think the map is very well done, with a few problems.

-There are some holes you can not go back into after you climb them from a ladder, or at least they are very hard to get in to.

-The ammo doesn’t look special enough–at first I thought it was just some stuff in the back.

-Some of the walls look too neat and messy at the same time. Make them not sticking otu from the wall, but somehow obvious that you need to destroy them.

There’s more, but that’s all I can think of for now.

Oh yeah, and how’d you make the water move like that? :open_mouth:


(Ifurita) #14
  1. oh, I think you could make your command map bigger too. Right now, it only takes up like an eighth of the available space - you could make it bigger which would allow you to space out the dynamitable objective icons a little more. I saw a lot of red markers on the command map too, not sure what those were supposed to be

  2. The dark green background color for the command map could be lightened up considerably

  3. Also, is there anyway for the axis to blow up the allied command post - short of coming onto the beach and getting stuck there or is that just supposed to be a gimme for the allies?

  4. Oh yes, from the sand dune on the right hand side of the beach, you can look into and shoot directly into the sea wall. If you have a mortar, you can direct fire against defenders in the rear bunkers and on the left hand side of the map


(Drakir) #15

I had a very hard time finding the endgoal, the ammo crates looks like any normal prop.

The sand is only 1 texture…dont look that good. The water is nice though.
I found several places where u have z-fighting, and some missing textures too. Perhaps u also used the RTCW ones that Marko placed in the standard folders.

The manholes are way to small, very hard to get down again.
Also i belive that there are some very hard points for the allies to get through.

Keep it up!


(lennyballa) #16

Thx, i’ll work on it :drink:


(poorme) #17

I have noticed few issues :

The back of the map is not finished :
http://mapage.noos.fr/poorme/et/2003-08-24-120123-Atlantic.jpg

The hole is too small, hard to use the ladder :
http://mapage.noos.fr/poorme/et/2003-08-24-120259-Atlantic.jpg
http://mapage.noos.fr/poorme/et/2003-08-24-120326-Atlantic.jpg

Hard to use the ladder
http://mapage.noos.fr/poorme/et/2003-08-24-120528-Atlantic.jpg

No alarm sound in this room
http://mapage.noos.fr/poorme/et/2003-08-24-120735-Atlantic.jpg

Too high,we can’t go to the beach :slight_smile:
http://mapage.noos.fr/poorme/et/2003-08-24-120458-Atlantic.jpg


(lennyballa) #18

Jeah i noticed about the ladder, the back of the map is doen for performance reasons, but i forgat to move the sky forward :bump:


(lennyballa) #19

Ok, first i got started with the beach and missing textures:

I chosed another texture and made it darker

Looks much better right?


(Mjolnyr) #20

Okay, my suggestions:

  1. extend the depth of the map, Allied Force has to push further inside the Axis base. Current custom map lacks enough area span to provide the same battlefield atmosphere as official ET maps (the best map that I know till now, is FlakCannon). I hope Atlantic Walls could be first one.

  2. add 1 or 2 Axis-only door for disguised Allied Covert Ops to enter. Inside the Atlantic Wall, put an fortified trigger that Covert Op can operate and open the Atlantic Wall Main Gates.

  3. Behind the Gates, Axis has JagdPanther tank waiting there and keeping firing at the beach. Allies could disable them by panzerfaust, grenades and Airstrikes, and Axis could repair them as well.

  4. Put the Axis ammo storage and radio station behind the wall further, allow Axis have their last defence line when Atlantic Walls is fallen upon Allies’ control.