V-2 Factory Beta, now available


(Mean Mr. Mustard) #1

After many months of mapping… V-2 Factory Public Beta is now available.

Grab the file here:
http://www.pcgamemods.com/5171/

Overview:

(1) Farm House - initial allied spawn
(2) Ammo Depot - allied forward spawn
(3) Bunker - initial axis spawn
(4) Factory - axis rear spawn

(A) Pontoon Bridge
(B) Dam
© V-2 Launch Door/ O2 Prodcution machines
(D) O2 Storage
(E) V-2 Assembly
(F) Train Bridge
(G) Train Tunnel Support

Objectives:
Allies must attack the Watten V-2 Factory and halt/destroy the current V-2 production. Axis must defend the factory until the V-2 is completed. Once the V-2 is built, the Axis go on the offensive. They must deliver the V-2 via train to a safe forward launch site.

Phase I: Allies attack Factory

[ul]1. repair the truck
2. deliver the bridge parts to the river
3. build the Pontoon Bridge (A)
4. deliver the CP parts to the Ammo Depot (2)
[/ul]
Once the allied CP is built, the allies capture the Ammo Depot (2) spawn and send the axis back to the Factory (4) spawn. Once the allied CP is built, the allies can dymamite the V-2 Launch Door ©. The status of the allied CP also determines the states of two factory doors: CP working = doors open, CP damaged = doors closed

Factory Machines:
There are 3 factory machines: O2 Prodcution, O2 Storage and V-2 Assembly. Each machine has a timer (that starts at the beginning of the match). Each machine must ‘clock’ 15 minutes to complete its part of the V-2. If a machine is damaged, the timer halts for that machine. When the machine is repaired, the timer continues. Allies can win the map ‘early’ by having all three machines down at the same time

Phase II: Axis deliver V-2 via Train

[ul]1. completed V-2 loaded onto Train
2. build the Train Bridge (F)
3. get the Train across the river
4. repair the Tunnel Support (if damaged) (G)
5. escort the train to the 'exit tunnel[/ul]
Win scenarios:

  1. Allies have all 3 machines damaged for an overlapping period (Allied victory)
  2. Axis deliver V-2 to safety (Axis victory)
  3. Allies prevent the Axis from escaping with the V-2 – time runs out (Allied victory)

There are various pipes/passaged througha nd under the dam. Also, an axis CP is located in the interior of the dam.

this map is a large map, intended for pub matches. It was never designed for competition - it is simply way too large

If you want to provide an additional download link, please do!

Please provide any feedback in this thread, PM or use my email in the readme file. Enjoy (corss fingers that players will like map)

  • Mean Mr. Mustard

(PeteSpeed) #2

Excellent :banana: d/ling right now thx :smiley:


(J-Inaria2) #3

You can play the map here: SouthBunker 50 player 69.31.6.24


(EasyRider) #4

Nice one! :smiley:
An enemy-territory.com mirror will be up this evening (GMT) :stuck_out_tongue:

Update:
Download V-2 Factory @ Enemy-Territory.com


(SiliconSlick) #5

Looks good.

Mon Apr 26 08:09:46 CDT 2004

Files to analyze:

-rw-rw-rw- 1 slick ND80serv 11414461 Apr 25 15:18 v2_factory_b1.pk3

----- PK3 - v2_factory_b1.pk3 -----

v2_factory_b1.pk3 - *** Warning: Missing maps/v2_factory_b1_lms.script - LMS Mode Script ***
v2_factory_b1.pk3 - *** Warning: Missing maps/v2_factory_b1_lms.objdata - LMS Mode Objectives Listing ***
TEST** scripts/v2_factory_b1.arena does not support wolflms
v2_factory_b1.pk3 - ** Legacy warning: texture textures/desert/desert_view.jpg in scripts/v2_factory_b1.shader should use .tga extension (even if .jpg file) **
v2_factory_b1.pk3 - ** Legacy warning: texture textures/props/cable_m01.jpg in scripts/v2_factory_b1.shader should use .tga extension (even if .jpg file) **v2_factory_b1.pk3 - ** Legacy warning: texture textures/v2_factory/knife_fight.jpg in scripts/v2_factory_b1.shader should use .tga extension (even if .jpg file) **
v2_factory_b1.pk3 - ** Legacy warning: texture textures/v2_factory/knife_fight.jpg in scripts/v2_factory_b1.shader should use .tga extension (even if .jpg file) **
v2_factory_b1.pk3 - *** Shader Warning: Could not locate shader textures/common/hintskip referenced in maps/v2_factory_b1.bsp ***
v2_factory_b1.pk3 - *** Shader Warning: Could not locate shader textures/radiant/notex referenced in maps/v2_factory_b1.bsp ***
v2_factory_b1.pk3 - *** Shader Warning: Could not locate shader textures/v2_factory/rope" referenced in maps/v2_factory_b1.bsp ***
v2_factory_b1.pk3 - *** Shader Warning: Could not locate shader textures/v2_factory/terrain.vertex" referenced in maps/v2_factory_b1.bsp ***
v2_factory_b1.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_side referenced in maps/v2_factory_b1.bsp ***
v2_factory_b1.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_top referenced in maps/v2_factory_b1.bsp ***
v2_factory_b1.pk3 - SUMMARY: 2 Warnings 4 Shader warnings 2 Model warnings 4 Legacy warnings

Now in rotation with v2base and vengeance on [ND80] Test Maps - 207.44.246.63:27964

SiliconSlick


(deej) #6

Hi,

We’ve been running your map for a week now on our Custom Map Server (fragland.org:27778 - select V2 Campaign or Beta campaign) and our members are very happy with it! The map runs very stable but a number of guys had to up their com_hunkmegs settings because the default 56 generates problems (which apparently is pretty hard to do for non-techy players).

Here’s a few minor things we’ve noticed during gameplay:

  • When you’re standing on the back of the truck, and it reverses into the garage, you get crushed on the way in. Dunno if this is normal.
  • At the 9th minute of O2 production the O is not in capitals (talk about an eye for detail from some of us :p)
  • When the V2 rocket gets pulled towards the crane for pick-up, the cable disappears at a certain moment and stays gone (forgot screenshot, sorry, I’ll still try to make one)
  • If you have mines planted in the train tunnel (as axis), the train explodes them even when they’re not on the tracks but at the side. That doesn’t damage the train but it screws up the defence in the final minutes and creates TK’s for people standing on the sides of the train

For the rest no remarks. The entire clan sends its congrats for such a wonderful map!

Everybody can download it here.

Greetz,

Deej


(CrazyGuy) #7

You forgot, when your in the train. On the right side of the train. The texture walls arn’t touching each other. Theres a slight opening. And some brushes missing (miss-colored) bottom of the garage bays. Some of them, mostly inside the Axis Base. And 1 garage bay but upper top, near the axis team door.


(seven_dc) #8

Mustard allready knows this… because we played this map last night.
But when you are inside the train and the train si moving… your shells from the gun stays in the air…
they just float there… and if you fix the train you gib anyone who is inside.


Body science


(LaggingTom) #9

There’s nothing you can do about this problem, but I’m getting a low FPS (8-10) on your map. Just letting you know from the low-end video perspective.


(Mean Mr. Mustard) #10

There’s nothing you can do about this problem, but I’m getting a low FPS (8-10) on your map. Just letting you know from the low-end video perspective.

@LaggingTom: Yes, it’s a big open map with bad vis design…(my first map, so I didn’t plan it too well from a viz standpoint :frowning: - I did do some work to improve it: dam, curved train tunnel, etc.) I did shoot for the fps range I get on fueldump. For the most part I do get it or better, but there are some parts that are the low end of fueldump (btw I have a 933 Mhz Pentium III with an old GeForce 2) Sorry that I over tax your machine :frowning:

@deej: wow! thanks for the thorough look through! I fixed the ‘o2’ at the ninth minute (how the heck did you see that!!!) - yes, do not ride the truck while in reverse, it WILL kill you! Yes, the cable disappears. I’ve had some problems with the ‘misc_beam’ entity used for the cable. The fix was to remove it when the problems occurred - darn, someone saw it…Not sure if I can do anything about the train killing the mines in the tunnel.

@seven_dc: yes, the train kills you (and anyone else inside) if you repair it in the cab. This doesn’t happen in /sv_pure 0 mode - when I was testing. It seems like the ‘construction’ area is the bounding box of the train model clip. I separated the clips (engine and cab) to see if that fixes the ‘killed by construction’ train problem. BTW all, seven_dc’s work in vengeance inspired most of the interior detailing work I’ve did.

Thanks every one for the feedback. I’m going to let Beta1 run another 2 weeks. Depending on what else is uncovered, I’ll either release a Beta2 or go to Final. (No sense in rushing it since I’ve been working it for 5 months now…)


(S.S.Heirpie) #11

We are giving your map the Acid test over on the big server everythng seems to be working fine… If we run into anything we will let you know, Thanks for a great map!!!

PIE


(deej) #12

v44! We’re always available to help mappers, especially when they produce these types of beautiful maps! And the O2, I think I first noticed it, thought I was drunk yet I hadn’t been drinking, then restarted the map and waited 9 mins to verify. Guess sometimes patience is a virtue :wink: