The Atlantic Wall FULL ReLeAsEd!


(lennyballa) #1

My map the Atlantic Wall has come to the stage that it’s finsihed.
I added alot of minor details, and also got rid of (all?) the bugs people told me from beta 2.
Sorry for dark images, when i try to turn op brightness in game or photoshop, the programs just crash :frowning:




I hope i fixed all the bugs, but i don’t think so :disgust: .
So, if you find one, be free to post it here :wink:
Here’s the readme:

//The Atlantic 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

//Version2//

-Total new beach
-Added forward spawn
-fixed missing textures
-Ammo storage moved to another location
-Radio moved to another location
-More, more more!

// Full version//

-Fixed many bugs
-Added some details
-Added Explosive stuff like barrels
-More ambient sounds
-Other beach textures
-Added moving gate, control able by 2 switches
-Some more stuff i forgat ;)

// [email]lennyballa@hotmail.com[/email]

Download:
http://www.pcgamemods.com/2199

Hope you enjoy it :bump:


(flashkillaman) #2

GOOD :clap:


(ETO) #3

Leenyballa, you are magnificent!!! and map is very good!!! :smiley: :nod: :rocker:


(poorme) #4

Great improvements !!!

Almost perfect, may be for a new version : :bump:

  • the camera in the objectives is always the same

Always a flying texture
http://mapage.noos.fr/poorme/et/2003-08-31-151754-Atlantic.jpg

The walls angle is “strange”
http://mapage.noos.fr/poorme/et/2003-08-31-152339-Atlantic.jpg

Don’t know what to do with this button (or it does not work)
http://mapage.noos.fr/poorme/et/2003-08-31-152539-Atlantic.jpg


(lennyballa) #5

Poormoi (i like the moi :wink: )
That button opens/closes the big door near te radio. When i released it, i realised that i forgat the obj camera :frowning: . About the wall, i gotta fix that one, thx for still posting bugs.
(This is why i called it full, and not final :wink: )


(lennyballa) #6

Btw, what do you guys think of the explosive stuff? Should i keep it/remove it or bigger blast radius/less etc?


(joop sloop) #7

Some typo’s in your readme :wink:

Allied forces have to destroy an ammunition
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 an easy mission,
since there isn’t a forward spawnpoint or health/ammo
cabinet.

Haven’t tried your map yet, I hope to try it some time soon.


(lennyballa) #8

sorry joop (de sloper, if you’re dutch :wink: )
I’m not an english expert, and who cares about some typos in the readme? Even drakir makes such mistakes, it’s not a big deal :stuck_out_tongue:


(ziege) #9

Nice black rectangles, I like the little white squares inside them too :slight_smile:


(lennyballa) #10

what do you mean? i don’t know what you’re talking about, are they flying in air or something? Plz a screenie, so i can fix it :wink:


(poorme) #11

This message is for me ?

I post another screenshot with a red rectangle.
http://mapage.noos.fr/poorme/et/2003-08-31-151805-AtlanticFT.jpg


(poorme) #12

Fun !! and really powerfull.
Keep it.


(lennyballa) #13

Nope wasn’t for you, it was about the black triangle. You’re thing, it doesn’t appear in editor, and i also used brush cleanup. I just can’t fix the ufo, so ignore it or aspect it as a feature, this proves aliens do excist :wink:


(poorme) #14

Ha ok. There is still a button to open the big door. (inside).
I though, it closed a door to protect the ammuntion.

Is it strange to have a button that close and open a door that we can’t see ? If i’m axis (or allied), i don’t know if i have to push or not this button. There is no message to tell me this. May be it would be better to use this button to close the grid near the ammunition.


(lennyballa) #15

ok, i’l try to find a new place, but i tought when i place this one also near the door, the door is almost near useless, maybe i should add it in the room with the table, with the 2 chairs?


(poorme) #16

Yes, i think that here http://mapage.noos.fr/poorme/et/2003-08-31-181339-Atlantic.jpg
it would be a better place

And may be you should trigger a message (like in railgun when the gate is up or down) when the big door is opened or closed.


(ziege) #17

Hehe sorry was just joking, it was in reference to your screenshots being too dark for my monitor to see anything, for example the bottom one looks exactly like this:

A fix for dark screens was posted here: http://www.splashdamage.com/forums/viewtopic.php?t=3975


(lennyballa) #18

lol, i know about the fix, but forgat to use it. Btw, is you’re pic in my map? I don’t know were it is i think


(lennyballa) #19

Yes, i think that here http://mapage.noos.fr/poorme/et/2003-08-31-181339-Atlantic.jpg
it would be a better place

And may be you should trigger a message (like in railgun when the gate is up or down) when the big door is opened or closed.[/quote]

That’s the place i mean, i don’t think i should add a message, it just destroyes the fun, if axis and stuff are changing out medic/ ammo packs, and door opens. If they don’t hear it, you can suprise them. I like this effect, but if most don’t agree with me i’l give a message :stuck_out_tongue:


(Venom) #20

i found some stuff.

In the first pic there is no siren in that room. In the second pic the floor texture in that little hall doesnt work, dunno if its just me or not.

here are the pics