TramFight! beta 1 Released


(FireFly) #1

The beta1 version is done and can be downloaded from here:
http://www.pcgamemods.com/11674/
http://wolfmap.de.gaming-networks.net/index.php?module=filebase&type=file&ref_id=397&file=19122e74e4ec5653697b7e436665bc46/0/
http://returntocastlewolfenstein.filefront.com/file/;40481
http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=916

For information and some new screenshots visit: http://beam.to/tramfight

Currently running on:
-Tigerlands 3| 213.239.140.34:27960 (thank you FrontRunner)
-Bilskirner 213.112.145.234:27960 (thank you Fenris)

Any suggestions, comments or bug-reports that will help me improve this map will be more than welcome…

FireFly,


(EB) #2

Nice, I will be back after a quick run through.


(Random Hero) #3

thx, i saw the screenshots and they looked alright. i hope it will be a succes :clap:


(capslock trojan) #4

with maps like these there always a succes this is some great piece of work ive took a look around only found 2 bugs

  1. a piece of cap that’s missing

  2. missing texture

there both near the command post


(EB) #5

Alot of potential !!! I think it will play well. So who else is going to host it ?

Missing:
textures/ronda/ff_midwall1
textures/ronda/ff_roof1


(Fenris) #6

:beer: Putting it up on my server now, at 213.112.145.234:27960
10 Mbps with webdownload located in Sweden

Personally I must say that although I’ve only just walked through it without opponents I really like all the details, like the advertising for vacations in Dubrovnik, the nice creaking sounds when the tram passes the bridge and so on. Two comments though, the first regarding spawnpoints, the allies are turned away from the entrance, imo it could be a good idea to have people spawn towards the exit (compare with for example goldrush), this lets everyone start running as soon as they spawn and you will not need to look where to get out. Minor thing and just a thought. Regarding axis they seem to spawn quite far away ? Maybe this is just what it looks like since Iäve yet to meet a full team of opponents and teammates, but to me it looks like allies will grab the tram and be off before axis have time to get there ?
Edit: Or maybe axis does not have all that long after all, but they’re also turned away from the door/exit.

On another topic, and really not important for gameplay but similar to the Dubrovnik poster I noticed the “join the axis” poster, it really would have had German language :wink:
and along with it there’s the (French?) one with the tank driving over the swastika, (nice but a little blurred), not what I would have gussed to be found in an axis controlled city being “liberated” by allies. :banana:

One thing I really miss though is to be able to open more doors, now there’s a multitude of stairs and ladders looking irresistably climbable but they’re all dead ends and lead nowhere, I want to open door! I want to pass through buildings as a shortcut or not, could be it should be the longer way, point is just to be able to use them, for sneaking up on enemies as covert ops, or making ambushes etc. :moo:


(M8DNanite) #7

Added to rotation in servers:
M8D International Betamaps @ www.game-hosting.com
194.17.45.67:28960
80.239.199.98:28960


(Ifurita) #8

You need to add a miniature v1 rocket on a shelf somewhere


(fattakin) #9

I had a quick run through last night and enjoyed it. Its gonna be one of those maps that people will complain about until they acually learn it and low and behold they’ll enjoy it!! Hope to get a few games over the weekend hopefully it will be taken up by a few servers.


(Silent&Deadly) #10

First off, this is a really well made map and at first impressions is really fun to play :slight_smile:

I understand this is first beta but here are a couple of things that i think may improve on what you already have…

  1. A tram barrier similar to the one used in railgun,as i think it is too easy for allies to get tram to second station and would add alot of excitement to gameplay :smiley:
  2. Maybe the objective could be behind a satchelable door that could be rebuilt by axis engineer.
  3. Another exit from the buildable spawn so allies can get to the west side easier.

I also noticed that the spawn points were messed up for allies, from the start you can spawn at any spawn point except the buildable flag using “setspawnpt xx” also i noticed that “setspawnpt 3” will spawn you (as allied) on a bridge at a spawn point that doesn’t exist…


(blushing_bride) #11

If you stuck this in with the other 6 stock maps and gave ET to someone who had never played ET before i doubt they would have any idea that it was a custom. Very few customs reach this level workmanship. However I could only run around it on my own but it seems that the intial allied spawn has only one exit and this could cause spawn camping. There seemed to be a gated off room next to it, perhaps they could run through there and get out somewhere else. Anyway a great looking map


(mrfin) #12

very nice Fire Fly

There’s tonnes of work in this - well done

Like the first station in particular.

Suggestion - Where you have put 1 pillar either side of the exit arch of the station you might consider putting 2 either side to balance the weight of the huge wall above - if you see what I mean. Perhaps have large doorways/passageway in to the station building between these pillars too?

Love the tram

good one


(FireFly) #13

Thanks for all the feedback, Although it’s still a very early stage and I’ll probably have to wait some more weeks to know what needs to be changed to make the map more enjoyable to play, I’m really pleased with all your comments and suggestions for improvements…

Also thanks to all server admin running my map or having it in rotation…

ive took a look around only found 2 bugs

Missing:
textures/ronda/ff_midwall1
textures/ronda/ff_roof1

I spent all Sunday searching for those missing textures in my map, but could not find them. It looks like capslock trojan found one of them! I’ll fix this and will also cap the railing next to the commandpost.

allies are turned away from the entrance… Regarding axis they seem to spawn quite far away

When the game starts allies and axis will spawn in the same room, only separated by a wall with an iron gate/windows. So when a player spawns, he will look directly at his opponent. I got the idea from ‘old’ rtcw maps like mp_assault and mp_ice where a team has to blow up a door with a window with both teams on one side of that door…

The iron gate and windows have been clipped (clipweapon /clipmissile) so the teams cannot hurt eachother.

I agree that axis spawns too far away: I even had to slow down the tram’s speed so the axis would be able to intercept the tram at start. I already had some doubts about the whole axis spawn area ( the rocky terrain with the water)… It just doesn’t fit in with the rest of the map… Also had allot of problems doing terrain blending on that part of the map…

There for I will move the axis spawn more towards the south…

not what I would have gussed to be found in an axis controlled city being “liberated” by allies.

I randomly picked some posters from the internet to be used in the map, But being occupied by axis I’ll replace them with german ones. However I will keep the ‘‘Greta’’ poster :stuck_out_tongue:

I want to open door! I want to pass through buildings as a shortcut or not, could be it should be the longer way, point is just to be able to use them, for sneaking up on enemies as covert ops, or making ambushes etc.

I think I have to be very careful not turning my map into a labyrinth, So I can’t add to many new shortcuts. I also have to watch out with the r_speeds. I used the caulk-hull ‘method’ ( or whatever it’s called) to block Vis. If I cut a whole through it to create an alternative route, it will seriously increase the fps… However I will try to create 1 or 2 extra shortcuts if it’s possible.

You need to add a miniature v1 rocket on a shelf somewhere

Personally I was thinking more about a miniature v2 rocket on a shelf :smiley:

Its gonna be one of those maps that people will complain about until they acually learn it and low and behold they’ll enjoy it!!

yep, people ignoring the commandmap, or not checking the objectives in the limbo menu when they play the map for the first time and loose the game because of that. But you’re right: It takes time to learn how to play a new map…

  1. A tram barrier similar to the one used in railgun,as i think it is too easy for allies to get tram to second station and would add alot of excitement to gameplay
  2. Maybe the objective could be behind a satchelable door that could be rebuilt by axis engineer.

I already had the feeling that the map might be to easy for allies. If so, I will definitely add some kind of barrier, like a gate with a switch or the documents behind a constructible door,like you suggested…

  1. Another exit from the buildable spawn so allies can get to the west side easier.

I will try to create 1 or 2 extra shortcuts if it’s possible. A pathway from the constructible flag towards the west-side of the map might work, but i will have to test it first regarding r_speeds…

I also noticed that the spawn points were messed up for allies

Damn, you just found a script-bug: It seems that I forgot to disable the 2nd spawnpoint when the game starts. However this will only work for players using “setspawnpt” binds, players using the limbo will not be able to select the 2nd spawn when the game starts.I just noticed that when allies drive the tram past the stone bridge and axis drives it back to the front of the that bridge everything is fixed: you can no longer select the 2nd spawn with the setspawn command… I already fixed it for the next release…

also i noticed that “setspawnpt 3” will spawn you (as allied) on a bridge at a spawn point that doesn’t exist…

Those 3 team_CTF_bluespawn entities on the left belong to the 2nd spawn on the right. I will place them back at the 2nd spawn because a) it will only confuse players when they spawn on that small bridge and b) they’re just sitting ducks there for the axis team and even might be caught in crossfire with allies on one side of the stone bridge and axis on the other side…

Very few customs reach this level workmanship.

Thanks, I had a real good time creating this map and hope it shows. I know that gameplay is more important than the amount of ‘detail’ you put in a map, but I still spent most of my time on the details of buildings. I didn’t want players to say: ‘‘ah…another goldrush map’’ . There for I tried to make every building unique…and used allot of ‘custom’ textures…

you might consider putting 2 either side to balance the weight of the huge wall above

That particular part of the map has the highest r_speeds in my map (22 or 23k) so I have to be careful not adding too much stuff to that area. I’ll see what I can do…


(Ifurita) #14

Personally I was thinking more about a miniature v2 rocket on a shelf

Nah, that’s what I add when Mustard has helped out on a map.


(CooperHawkes) #15

then just rebrand it A4 and everything is fine :wink:


(.Chris.) #16

Cool map, ive only played it once and that was two against me so cant really say much yet about how well gameplay flows even tho i won it :smiley: anyway i spotted few minor bugs :



Also some of the doors, the ones that use texture from goldrush courtyard gates looked bit off but i guess that doesnt really matter, on the whole good job. Also like it you can still move tram while on the step on side of tram, usefull for shooting :smiley:


(capslock trojan) #17

ah those bugs dont count :stuck_out_tongue:

anyway Tramfight is currently running 24/24 untill next week thursday on server
[hastalapasta - skillz server] 193.19.225.75:27990
running etpro 1.3.9
PB 2.56
20 slots


([DS]-=Pencil=-) #18

RTCW-Prison Mirror: http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=916

Hope I Helped

:slight_smile:


(Dunkie_XL) #19

I’ve played the map great job good detail hardly to find bugs :clap: :clap: :drink:


(Floris) #20

`Was playing with arraund 10 other players, map played smooth :slight_smile: