TramFight! beta 1 Released


(Davros) #21

I thought the documents could have been located in a more interesting position, perhaps add an interior to the building with multiple routes into the docs room.

Also i think it could be worth a try seperating the two objectives; ie. the tram must be escorted to the doc building before you can break into it. (the tram carrys a bunch of “explosives” for example). Then the tram cannot be moved until the docs are onboard. I think this would help focus the gameplay more. This is just an idea though

I need to play it a bit more but its a gorgeous looking map, well done!


(Floris) #22

But wouldnt you blow up the docs then? :bored:


(FireFly) #23
  • chr1s, thanks for finding those texture-bugs so I can fix those.

  • capslock trojan, thank you for hosting it.

  • [DS]-=Pencil=- thanks for putting the file on the RTCW-Prison site.

  • Torchy: I like the idea of separating the two objectives : Somewhat similar to goldrush, where the allies have to escort the tank to the courtyard and let it destroy the bankdoors before they can steal the gold. I already noticed after spectating my map on some servers that players tend to focus their attention on the tram only and ignoring the documents…

I could build some sort of ’ middle-station ’ ( between station1 and station2) where the commandpost currently is and make the tram stop there. This station should be connected to a building were the docs are and is sealed of by a something like a gate that will only open once the tram is at the middle-station…

On a general note I found another bug in the script. Nothing that will affect gameplay and it looks kinda funny when it happens, but still a bug that needs to be fixed: When both an allied player and a axis player are in the tram, the tram will move back and forth between 2 spline paths, instead of standing still (as what is was supposed to do). I’ll try to fix it asap.


(Mammoth Entertainment Inc) #24

nice, nice indeed havn’t got a chance to play it… wil ltry tonight tho(Y)


(Fenris) #25

Just a small unimportant observation, you can’t shoot through the door/bars, but a grenade will still kill players in the opposing team if they are just a litte bit closer to the door :wink:

Please do :beer: (Looks like a movie poster but I have no idea what movie it is, I would have guessed on an Ilsa-clone if anyone had asked :banana: )

Yes, don’t misunderstand me, I am not asking for a labyrinth, that will probly just be impossible to remember how to use, but rather some redundant stairs and ways through houses, like opening the door to be able to get to the next floor and out on the balcony in a few well-placed locations maybe ? And is there any way to get up to that nice walkway between the houses, seems a shame to not be able to use it when it’s there even if no battle ever seems to take place there. But anyway it’s just an idea, so don’t let it interfere with gameplay.

One other thing though, we played this a little and maybe we were too few players on at that time but could you maybe look into making the spawns more inaccessible, at least the allied spawn, as allies will want to drive the tram to its end and not spawncamp axis as much as axis will want to back the tram up to the starting point, and when done the best way to keep it there is to go inside the spawn. An easy fix is maybe to make the jump down after the short tunnel too high for anyone to jump back up ?

And another note, when playing on an etpro server, the objectives will go outside the compass and “fly around” in the sky, maybe need a separate fix like a few other maps ?


(FireFly) #26

…a grenade will still kill players in the opposing team if they are just a little bit closer to the door

Yes, I’ve already noticed this… same thing occurs with dynamite. I was already planning to move the the axis spawn (station1) a bit more towards the south. There for axis and allies will no longer spawn in the same room like it is now.

like opening the door to be able to get to the next floor and out on the balcony in a few well-placed locations maybe ?

Sorry, I guess I misunderstood you, but Yes, this can be done and with proper hinting will have barely any effect on the r_speeds… I’ll put them on strategic points in the map somewhat similar to the ‘Venice’ map.

we played this a little and maybe we were too few players on at that time but could you maybe look into making the spawns more inaccessible, at least the allied spawn

I agree, Axis is able to enter the allied spawn. And this can or will result in spawnkilling. I’ll fix that… I will also make the exit (the hole in the wall) a bit bigger, so allies won’t get stuck when they’re all trying to rush through it…

And another note, when playing on an etpro server, the objectives will go outside the compass and “fly around” in the sky, maybe need a separate fix like a few other maps ?

I seriously thought that bani had fixed this issue with the latest version of ETpro. Guess I was wrong :lol:
Anyway ,I will add the etpro shaders with the next release (tramfight_beta2)

Thanks for the feedback fenris…


(Ifurita) #27

The ETPro shaders have to be added as a seperate file or the CM icons will not appear on non-ETPro servers, then you’re really hosed.

You still need to add a mini V1 rocket on a shelf or desktop somewhere … PUHLEEEEEEEEEEEEEEEEEEEEEEEEEEZ

How’s the new house working out?


(FireFly) #28

@Ifurita; So correct me if i’m wrong : when I release the next version of of my map I distribute 2 files: 1 containing tramfight_beta2.pk3 and one file containing ONLY the etpro shaderfile (for example tramfight_etpro_shaders.pk3). Is it true that only administrators hosting my map need to download the etpro_shaders.pk3 file and put it into the etpro directory, or do players also need to download it and put it into the etpro-directory… I’m kinda confused about this…

About the v1rocket model: Well,I think I’ll be making some kinda poster instead, because I really don’t won’t to increase the final pk3 size of my map. I also planned an easter egg for the next release: Something like a ‘thank you’ for some of the people here on the SD forums who helped me out these past 2 years!

By the way: I have a poster in my map from the dubrovnik map, but I’m still not quite satisfied with the result: ( The text I added does not match with the letter-type you used) Do you happen to have the original levelshot, without the text? (if so pm me)

And last:

How’s the new house working out?

It’s finished!..well kinda, the less time i have to spent on the house, the more time I have to map! :smiley:


(Ifurita) #29

hehe - will PM you the link with the original levelshot


(Ifurita) #30

http://www.planetwolfenstein.com/4newbies/base_screen_dubrovnik.jpg

Let me know when it’s done, because I’m going to steal it and stick it in Rochelle :clap:


(FireFly) #31

Thanks, It’s on my hard drive now, I’m real busy the next few days, so expect a pm at the end of this week when I have finished it…


(Silent&Deadly) #32

map is on our rotations on our custom server 66.165.90.164:27960


(-Ironman-) #33

Great map i just played it!


(Mammoth Entertainment Inc) #34

oh yea i jsut palyed it its sweet. loots very very nice, details push it over the top baby whooah. nice gameplay fro mwaht i can see however iran throug hon my own. nice big firght areas and cool street combat possibilites… cant wait to paly on a full server.


(fattakin) #35

Havent seen a server yet with anyone on… Hard to get take up of new maps.
I think were gonna put in on the VPL Country Bolthole anyway!


(eRRoLfLyNN) #36

Very very nice map, it looks excellent & the attention to detail really shows. The play seems good so far on small teams at least - but I want to play it with more people, as soon as possible!! :smiley:

Someone above said that this could pass for an official map, and I think so too - these mappers just keep gettin better and better :slight_smile:


(TerraForma) #37

let me say: awesome! on of the best custom maps I have seen yet!
greetz


(Codename_Ty) #38

I like the map, the creeking of the bridge is a nice touch. There’s a couple problems though. I’m a big fan of major interactivity in maps. For example, Over the Top with every door presented able to be opened or blown up, with the exception of one which is buried in a hillside.

The map needs more accessible areas in my opinion, lots of tempting scenery, but not enough of it accessible. The blast doors as far as I know, don’t open, none of the doors in the plaza do either or anywhere else. I think there’s only one section where you get to go up to the second level and that’s with an iron gate that only opens/closes one way (as in if you’re on the second level and open it up, it will open towards you instead of away from you) (would be nice if it opened/closed both ways depending on where the player was standing). A working fountain would be a nice touch as well. I like the posters you have throughout the city, especially the Spanish Democratic poster with the tank rolling over the swaztika, nice touch.

One more thing that could be expanded upon would be putting the documents in another place, which isn’t so close to the tracks. The way it is now, the allies don’t seem to have a hard time winning the map.

You have a good map with a lot of potential and a lot of possibilities you could implement that would make it outstanding and a must play. Good luck with it, by the way, what other maps have you done in the past and where would I be able to look through them and download them at? Thanks.


(FireFly) #39

fattakin & eRRoLfLyNN: Some of the ‘‘bigger’’ Servers currently have the map in rotation. Two of them are:

=Shit Storm= chaos 32 players (69.31.6.171) and Noober’s Hell 64 players (219.106.46.95) .

The map needs more accessible areas in my opinion, lots of tempting scenery, but not enough of it accessible.

Yes, several people playing the map have requested the same thing: more doors that players can open that will lead to other areas. I already started working on the beta2 version and it will include some more pathways leading towards other areas.

I think there’s only one section where you get to go up to the second level and that’s with an iron gate that only opens/closes one way (as in if you’re on the second level and open it up, it will open towards you instead of away from you) (would be nice if it opened/closed both ways depending on where the player was standing)

I’ve tried to fix it, so it would open in both directions but I’m having allot of problems doing so. My first thought was to just delete the whole door, But I really like to keep it as it alerts axis players when they hear the sound of the gate when it opens. I will replace it by an iron gate that will move upwards instead of rotating.

One more thing that could be expanded upon would be putting the documents in another place, which isn’t so close to the tracks. The way it is now, the allies don’t seem to have a hard time winning the map.

I agree, I spectated the map over 20 times at different servers, and allies never lost the game. In the next version the allies will have a harder time trying to win the game.

what other maps have you done in the past and where would I be able to look through them and download them at?

I’ve done another ET map called ‘v1rocket’: you can download it here: http://www.pcgamemods.com/5381/

Also check out: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8179&highlight=v1rocket

On a General Note: Next week I will post the final list of things I will fix / change for the beta2 version…After that I hope to release the Final version…and After that? Well, I’ve decided I will no longer create any new Enemy Territory maps.It was fun while it lasted but I think it’s time for me to move forward. I’ve mapped for over 3 years for the quake3 engine and ,in my opinion, It’s becoming obsolete. At the moment I’m more interested in the doom3 engine (RTCW2?) and into creating models/ textures / renderings…


(Ifurita) #40
  1. Look me up for RTCW2/Doom3, I’m moving on too and want to start developing some ideas/concepts for RTCW2

  2. Re: your iron door. Is it a door_rotating or a script_mover?

  3. Firefly also built the lovely church in Dubrovnik