The good & most hosted maps available


(nonoMapper) #21

Crap, my bad. I ment the fps drops like Chris said.


(Mateos) #22

Aaah, then my bad on 1/2 part of my replies x)

Yeah here I agree, due to the level of detail and the drawing distance you can’t really do anything about it, Diego did an amazing optimization job already on Mission 1, that’s why he had to cut it into 3 maps (Ah, would like to have news about the Mission 3, screenshots are very appealing); A tweaked CFG can help a bit on older configs, like the texture filtering.


(nonoMapper) #23

Man, i screwed up this thread a bit by that mistake :smiley:
Anyway, we now know what we mean, and that’s the reason why i dont host mission 1 and other fps-laggy maps.
(people like me tend to disconnect if you cant aim properly etc…)

It seems that there aren’t many small maps with a good objective.

ps. I am waiting too for mission 3. Diegos maps are incredible for sure :slight_smile: Probably the last map for ET with stunning graphics, design and objective.


(.Chris.) #24

I should really finish my map ‘Midnight’ :frowning:

Was a small town and castle map suitable for 6v6 to possibly 8v8 with a unique last objective. Sadly I originally made it for a mapping competition and had to publicly release an unfinished version to comply with the rules then it got bad response and motivation was lost then more so when competition was cancelled.


(nonoMapper) #25

That’s too bad Chris :frowning: Is there a link to your unfinished map?


(.Chris.) #26

There is directory on my site with lots of work in progress pics and such, http://www.battle-of-wolken.co.uk/images/ETMAP/

Download for map http://www.battle-of-wolken.co.uk/temp/midnight_b3.pk3 it says beta3 but really its alpha3, lots of stuff missing and lots of placeholders. I wouldn’t host it on a server.


(nonoMapper) #27

:o to not end the map would be sad. I can say the map looks ingame faaar more better than the screenshots. People should give it a try and convince you to continue :wink:

Did you plan to do something with the tank? add some more objectivity to it?..for now the objective is quite simple but then again you didnt have the time. Would be cool to see the need of the tank to get to the final objective.

Anyway i am planning to continue my struggle to learn mapping and make a small objective map. I just have to push myself some more :wink:


(Mateos) #28

I like the level design, the little streets and the triggered events you managed to get working :slight_smile:

Just need few adjustments (The green tick for flag, the dynos icons appearing after the main gate is blown up instead of on map load, say where to drop the obj) and few more props, and done!

I guess by the screenshot on your repository about blending that you had troubles on the other side of the river? How did you do that blending, it looks like the one on Radar Summer, but how? I just managed to do the Sock’s way (See Warbell for instance), I would like to know how you can have little things apart like this (Maybe a alpha texture, have to check).

Edit:
Just add players, the objectives will not be as simple as they look ^^’ Axis can push the Allies on several ways, and vice versa.

Edit 2:
If you think you’re gonna update it, I’ll start making waypoints :slight_smile:

Edit 3:
if(Edit 2 == true) {
print(“Where you can build a Bridge, Allies/Axis can directly jump over it, could be a good thingy to make it harder, why not impossible :)”);
}


(.Chris.) #29

Thanks, the tank is just for show to add some cover in that central area, I wanted some sort of statue fountain thing but never found anything.

I wanted to keep this map rather simple, partly as the aim was for competition but also because I think there are already maps with lots of objectives whilst not many with just a couple that are done nicely, I wanted to concentrate on making a great intense map with a simple flow to it but offering something new, not sure I’ve seen reverse doc runs before in ET.

Mateos, you talking about this? http://www.battle-of-wolken.co.uk/images/ETMAP/blend_comparision.jpg

I started replacing the brushwork terrain with models but never finished it, the models are roughly use same size polygons as the brushwork terrain does so doesn’t harm performance as far as I know but looks a lot better and the map and because they are ‘simple’ models you can use autoclip without much trouble, Kemon and Backsniper gave me the idea in their map Pointe du Hoc, sadly their screenshots aren’t uploaded any more but they did same thing.

I’m going to be helping Pegasus with his RTCW maps shortly so maybe I’ll update the map after that, I had lots of ideas for this map with other triggered events such as the end scene that varies depending on how many guns are destroyed. Also yeah, the river jump was going to be made harder.


(Mateos) #30

For the fountain, maybe you can ask for the one from Venice or try to make a brushwork comparable; About the models I see what you mean, I remember the BackSn!pe pictures with the rocky cliff, for myself it’s too advanced so I do brushwork + manual blending + shade shader :stuck_out_tongue:

I was curious about your blending between paths and the grass? But I will look before into the PK3 :slight_smile:

About the different endings, you do that by having 2 Axis win entities, and only one enabled depending on a accum, right?


(nonoMapper) #31

[QUOTE=Mateos;407148]
Edit 2:
If you think you’re gonna update it, I’ll start making waypoints :slight_smile:
}[/QUOTE]
Waypoint 0.71 too pretty please :o


(.Chris.) #32

The paths and grass is done using Socks method, I assume you mean the gravel paths?

The endings yeah, just done with accums, the idea of map is to clear way for bombers to make it inland so they can bomb some factories, at end of map I had planned for some planes to fly across and if both guns are still active all the planes get through, if 1 gun is active only a couple get through but get damaged and if both guns are destroyed they all get through and start dropping bombs.


(Dragonji) #33

Details on the screenshots of your map looks incredible Chris. I hope you’ll end and release it sometime.


(Mateos) #34

@nonoMapper Which mod are you running to still have 0.71 waypoints needs? o.o


(nonoMapper) #35

darn, i was hoping to avoid that question but it’s ultraet. You know the mod allready Mateos. It’s forever closed now after adding 1 more feature (kill/death etc. audio comments) The code was a mess and the original progger would like to keep it closed forever now. Which is fine.

The only problem is the OB 0.71, allthough only a few maps are missing waypoints.

A side question since you’re better known with waypointing than i am: i read that 0.66 waypoints are compatible with OB 0.71. Is that true cause it crashes the game serverside. It’s also.too bad that OB is not downwards compatible…well, from my experience it isn’t.


(Mateos) #36

The .WAY file is “fully” compatible (I keep quotes because I’m not 100% sure), but some scripting elements of 0.66 disappeared or has been changed in 0.71, and like 0.82 some retro-compatibility with 0.71.

I found that Karsiah had 0.something script in 0.66/0.8 folders on Assembla, no crash, but not working x) Updated them since to match 0.8x.

I still have a 0.71 install on my old XP, I can copy/paste it to my laptop… But not sure I’ll be scripting it right, I’m used to 0.8x easier stuff ^^’

Which maps doesn’t have waypoints?


(Smurfer) #37

[QUOTE=nonoMapper;407067]Thanks for the feedback.
[/QUOTE]

Ur t3h welcome.