The Atlantic Wall beta released!


(lennyballa) #21

Jeah, you think same as i. In the next version, Sea gate is removed and you can blow a new hole in the bunker were usually the radio room is. That one will be further backwards, and the ammo storage will contain missles and will be in the basement. Also, i add a teamdoor near the beach, so axis can enter easily and also covert ops :cool:


(JDOgg) #22

SONOFA!!

I had just about finished a reply when my browser crashed. MY BROWSER!!

So lame. Anyway, I noticed a clipping problem by the radio room. The wall opposite the engie obj and axis door, in the corner to the right as you enter, the map clips when you are crouched in the corner. I was crouching there waiting for an axis as my dyno was ticking and I turned from left to right and back several times and the map clipped about midway through each turn, like a section just popped up, obscuring the area. I don’t know how to better describe it than that.

Otherwise, I like the map’s potential and I did notice a lot of what everyone else was saying, so I won’t repeat that. I like your new beach textures.

I have one possible suggestion too. What about a forward spawn for the Allies? I know Ifurita suggested one for the axis on the beach, but maybe make that a tug of war spawn point? Like a two sided CP that allows spawing. A spawn further up on the beach for the allies would be pretty nice considering how long it takes to get from the original spawn points to the wall. A talented or even capable gunner could just mow down half you team in no time before they get even halfway to the wall.

Anyway, like the map, looks like it could make for some fast and furious play. Can’t wait for an update!


(lennyballa) #23

I’ll make a captureable one near command post :p, i was alraeady planning that, also some rubber boats. Teamdoor is placed, and base is more expanded, radio room moved backwards, i’ll also replace ammo storage to a bunker, far in the base


(Englander) #24

Keep working on it lennyballa,I think its got alot of potential :slight_smile:


(G0-Gerbil) #25

Just checked out Beta 2, and I’m afraid it goes into the ā€˜name and shame’ thread for putting textures into folders it shouldn’t :confused:

Copy out anything you need and searc hand replace them out of your map.
Currently you are including textures / shaders from the following folder that will mess up a mapper should he use them:

lights

C’mon, it’s not that hard :confused:


(evillair) #26

Actualy, the lights.pk3 is installed by the editor.

This is the same sort of thing that happened in quake3, mapmedia.pk3 would be installed with the editor and people used them in their maps. Players wouldn’t have that pk3 so there would be missing textures.

A cool thing would be that all pk3 files installed by the editor would have a naming convension, such as gtkr_*.pk3 as to help people know what it installed.
Oh well.


(lennyballa) #27

Jep evillair is true, i included them for those who don’t use the editor :wink:


(ETO) #28

I’m not playing in this map!!! :bored: :frowning:


(lennyballa) #29

ETO, why are you so strange?..


(ETO) #30

I strange??? :suspicious:


(G0-Gerbil) #31

Yeah I know where lights.pk3 comes from, but I don’t know the legality of using them, so until it’s shown that it can be used freely, it’s still on my ā€˜don’t use’ list.

If it’s totally legit, then I apologise, and of course will edit my thread about using non-ET sources, but I need to be sure before I do that, that’s all.

I strange??? :suspicious:[/quote]
It’s usual for people to say why they don’t like a map, not simply come in here and issue a negative comment. Even I’ve been known to be constructive in my criticisms on occasion :wink:


(Wraith2k3) #32

If its installed with the editor, then it stands to reason that it’s intended to be used. Why include something with a map editor, that people arent legally allowed to use in thier maps?


(G0-Gerbil) #33

Very true, but then again, accidents happen.
I don’t think Activision meant to give out the source to MP Base - just because they did doesn’t mean I can legally use it.
As far as I’m aware, lights.pk3 has only cropped up in the most recent versions of Radiant, and they look like they came from RTCW. Given that those things ARE copyright, I chose to play it on the safe side - especially since I find it strange that Radiant would ship with assets - it hasn’t before, so why did it start now?

Plus of course there’s the (reasonably high) chance that someone may well release a map not having included the textures / shaders causing our friends Mr Yellow and Mr Black to show up.

As I say, until I know for sure it’s legal, I can’t recommend it. Trouble is, tracking down whether it is or not could be tricky :frowning: Until then, it’s up to the individuals concerned as to whether they use them or not. I can’t say my maps have gone to pieces since I deleted the PK3 :slight_smile:


(lennyballa) #34

sjees, i just included those textures in my pk3 cause of else it says missing textures, and for those who don’t have it in the editor. Why add something to a editor so you can use it, but may not release it in a map? Not everyone has the editor installed, and talk about this in another topic, this was about a beta release of my map


(G0-Gerbil) #35

My point is exactly what you just said - you are simply ASSUMING you can use it - that’s not the same as having permission. You also get the goldrush / beach map files included with radiant - does that mean you can use them? Of course not.


(lennyballa) #36

uhm 'm talking about textures released with the ET editor, why did sd include them if we may not even use it?! I think you’re a bit overreacting gerbil :stuck_out_tongue:


(lennyballa) #37

uhm 'm talking about textures released with the ET editor, why did sd include them if we may not even use it?! I think you’re a bit overreacting gerbil :stuck_out_tongue: