Transmitter-Beta released


(heeen) #1

finally i’m releasing something to the public, the transmitter project has reached beta stadium.
The scenario
The Allied forces have a hard time progressing forward as civilists are resisting the invadors being manipulated by the volksempfänger’s propaganda program. To break the civil resistance Allied forces have to overtake a local transmitter, which is amplifying the master-signal from Berlin for local receivers. Thus they have to rotate the transmitter’s antenna, so it points towards an allied pirate sender. The pirate sender sends on a different frequency, so the allies have to manipulate the frequency by installing a radio modification kit on the transmitter electronics.
the objectives
Allies have to…

[ul]construct a Bridge
capture the forward hut
dynamite the serpentine barricade if built by axis
rotate the receiving antenna located in the tower
take the radio modification kit from the forrest hut
dynamite the tunnel grate door OR infiltrate it with a covop
install the modification kit in the castle[/ul]
Features
a gate that can be risen by “hand”
a bypass tunnel with a triggerable door for the serpentine barricade
a dynamitable teamdoor (tunnel grate door)
a neutral command post
(lame) custom hq voice commands
screenshots (as always darker than in-game):
Allied spawn:


Serpentine barricade and forward spawn hut



Antenna rotation switch

modification kit target location



radio modification kit




Known bugs

[ul]the descriptive text is too long
the bridge mg is almost useless, because it’s blocked by the bridge
the map is maybe too hard for allies, this has to be discovered by playing with more than 6 players
the smoke in the skyportal is sometimes messed up when the map runs on a server…
some voice commands are not playing correctly
more bugs on http://www.war-kiffer.de/forum/viewtopic.php?t=283&postdays=0&postorder=asc&start=15 (if you understand german)
[/ul]
the bugs will of course be fixed in the final version, so please report them to me

thanks go to:
SD for ET
mindlink for some buildings, compiles and a lot of help
zaphod for vis compiling our map once for 36h on his 1,5 gb ram machine until we fixed our details/structurals
tr4it0r for some textures, the command map, some building and the first idea of a castle map
mehl0r for letting us test the map on his server, visit www.n0lame.de.vu
the creator of the md3s (angel, tombstones)


(heeen) #2

downloads:
http://web1.158121.vserver.de/etmain/transmitter-beta.pk3
http://www.teamdiska.de/transmitter-beta.pk3
please don’t use as http download for servers, we coud’nt handle the bandwidth.
first link is preferred.


(rgoer) #3

That is one sweet looking map! You should upload it to pcgamemods.com if you’re concerned about bandwidth–they’ve got fast transfer speeds, ~350kB/s…


(heeen) #4


(nodgam) #5

:banana: :banana: :banana: :banana:

great map :clap: :smiley:


(rgoer) #6

Well, I downloaded it and tried to play, but I get bizarre errors when I do a /devmap transmitter-beta: if /g_gametype is “4” (default), I get something about “This is not a valid campaign starting map; set your gametype to 2 to start it directly.” I then set g_gametype to “2” and did /devmap transmitter-beta again. Now I get an error about “ET Could not load an official pak file. Please check your installation and make sure you have the latest version.” Do you have to have the new patch installed to play this map? I wasn’t really planning on patching quite yet…

For the record, I tried it with g_gametype “0” “1” and “7” also. No luck yet…


(nodgam) #7

g_gametype 2 is the magic key :smiley:


(Loffy) #8

Hi! Nice map-screenies!
I will try it later.
// Loffy


(MindLink) #9

Mh that’s very strange… If nothing else helps try to set “/sv_pure 0” … But it should work fine just with gametype 2 and “/map transmitter-beta” … Did you unpack the pk3 or just put it in your /etmain directory…?


(heeen) #10

2 things that i will change for sure:
allied-constructible mg in front of castle to make it easyer for allies to infiltrate.
maybe another entrance to the castle


(Argh) #11

Its an awfully long way the allies have to travel with the parts. We have been playing it a few times with 30 blokes but it might be impossible to install the radio due to the distance. A few rambo medics axis will most certainly prevent the allies from installing the parts not to mention what a panzer / flamer / medic can do in the tower to prevent the alligning of the atenna.

And then the SONGGGGGGGGGGG bahahaha did you see 15 ppl at once trying to destroy the radio at the spawn?? Well i did and it cant be destroyed!!! :slight_smile: tralala tralalie tralalaaaaaa :slight_smile:

Good map with some gameplay adjustments could be awsome.


(heeen) #12

And then the SONGGGGGGGGGGG bahahaha did you see 15 ppl at once trying to destroy the radio at the spawn??

ROFLMAO!!! hehehe
ok, some hints:
you can enter the castle also by jumping on each other in the passage right in front of the castle, where there’s a ladder through the floor
you can panzer the tower-room through the hole ion the floor from nearly the bottom of the tower

anyways, some changes have to be made for better gameplay, bu that’s what a beta is for, right?


(heeen) #13

btw, the axis door at the gate doesn’t seem to work with allied disguised covops… to be fixed


(heeen) #14

the radio’s are there so you can hear, whether the antenna’s rotated or if the frequency’s gotten manipulated


(rgoer) #15

Unspeakable! Of course I didn’t! I did get it to work, finally, with /sv_pure 0. I don’t know why running a pure server made such a difference, but whatever. What a good map! It was really incredible. Very high quality. I did find a few graphical issues, though:



About that last one: the patch mesh fire with the deformvertex shader is a cool idea, but it ends up just looking like a patch mesh with a deformvertex shader (and not a fire). I think you’d be better off just sticking with the fx_runner fire.


(heeen) #16

the stretchy bug is a patch issue, i’ll have to find a workaround for…
the second one hmmm… may be a flaw in the map but could also be a bug in the opengl engine
the last one, hmmm… if every player knew what vertexdeforms and patches are and would analyze everything that way, every map would lose it’s “spirit”


(heeen) #17

http://www.pcgamemods.com/2314


(Blockbuster) #18

the stretch thing is easy to fix
select the patches and press ‘s’ and then click the natural button, or try cap :slight_smile:


(MindLink) #19

“shift+s” pls… :wink: don’t use the brush texture settings for patches and vice versa… won’t end up very pretty otherwise :smiley:


(rgoer) #20

The sparklies are caused by screwy T-junctions. Usually happens when brushwork isn’t clipped “just so.” It’s not a huge issue, but it can be distracting–you lucked out, and the only sparklies (that I found) weren’t really that bad.

The fire, however, does look bad (in my opinion). It doesn’t look like fire. I feel that something is actually taken away by the patch being in there, but maybe it’s just me.

Still, don’t get me wrong–so far, this is definitely one of the best (if not the best, outright) non-SD ET maps to have been released. I’m very impressed.