Where at in Spain? Granada and Costa del Sol were my favorite places…
Well, I got back a few days ago. We went to the Costa Brava, near Gerona. I also took allot of pictures of small, old villages / churches. I’ll use some of them as a reference for my next map.
We finded respawns are too easy for Axe (ex: respawn axe above the maingate)
Yes, That was my main concern when releasing the beta2. One of the allies main objectives lies just beneath the axis spawn. (the main door).
But I guess you can somewhat compare it with the SD map ‘goldrush’. Where you have a tankbarrier just before the courtyard of the bank, very close to the axis respawn. The only difference is that the tankbarrier can be reconstructed after it has been destroyed, while the maindoor in v1rocket can not. I have thought about moving the axis spawn away from the maindoor, like for example, make them spawn in the tunnels.
The problem with this is once the axis reach the outside area (above the maindoor), they are very vulnerable for allied mortar and artillery in spawnkilling, so I’m afraid moving the axis spawn is not an option for me… Instead I have (for the final version) created a secondary route for the the allies towards the maindoor. So instead of constructing the bridge first and then make a run for the maindoor they can now also reach it from the ice below.
map is too big for play 6 vs 6 (however at the end, between the V1 and the fuel)
I have to agree that the map is big, very big, but it was designed to be played on pubs, I’m afraid it’s just way to big for a ‘‘standard’’ clan map.
n you do a version for 12-16 players ?!!
lol, I’ve been working on this map for almost 10 months and really like to do something else. after I’ve released the final version I can finally work on my next map called ‘tramfight’ . Which will be allot smaller than v1rocket, and much more suitable for clanplay.
A comment to the thread so far: I’ve looked at the place where the rocket turns black for a second. And it does sound strange. However the player models doesn’t turn black at that spot, so its not entirely the same as what Hummer experienced in the other thread.
You might be right, Yesterday I decreased the gridsize from 192 192 256 to 128 128 64 and compiled the map, but it didn’t make any difference. The rocket still turns black for a second or two. Might have something to do with the lightgrid brush I have covering the map, but i’m only guessing here. I still need to do some further testing…
The clipping on most of the map allow spectators to fly up so high that they can see beyond the borders of the map. I think perhaps you should lower the clipping so that the spectators can only fly as high as the lowest point in the surrounding hills/buildings.
That could also be used to avoid people jumping on to the bulding roofs.
I agree. The clipping I did really sucked. While playing the map on different servers I also saw players getting ‘launched’ or blown away by airstrikes and landed on places a medic can not reach. In the final version all building roofs and mountains will be fully clipped, I will also lower the clipping for the spectators.
This is the truck thats parked in the tunnel by the top-left axis spawn. One part of the truck is solid for spectators, while the engine area isn’t. I know script_movers aren’t solid for spectators, but since this one doesn’t move…
I had allot of problems with the use of misc_gamemodels in my map. Most of them did not show up after a compile of the map. But it seems that other mappers had the same problems. I know by reading through the forums that it can be solved by including the model in your pk3 file, But that would also increase the size of the pk3. So what I did was turn all the misc_gamemodels in my map into script_movers. ( if you look at the v1rocket_b2.script file at the very bottom you will find some of them like: truckdummy, tire_dummy etc) so that is why you can go through them in spectator mode…
That one made me laugh. Somebody buried a tire in the ground
Yep, and you guessed it; it’s a script_mover
Here I can’t fly directly to the allied spawn. The hill is for some reason blocking my flightpath.
The hill is clipped to prevent people from climbing on top of it.
There is some weirdness here. Sort of like z-fighting but not. You have to see it in game instead.
Yes, I am aware of this problem and have spent quite some time trying to solve it before I released the v1rocket_b2 map.I think the problem is that both the water and the ice are somewhat transparent what is causing this effect…
When I thow snow in water it usually dissolve.
Yes, this happens on both sides of the building. I’ll have to adjust the alphamap.
This isn’t the only place where the tracks decals is messed up. Ie. it suddenly goes from the faint to the regular. This one is triggy since you probably have to decals on top of each other
I noticed this too, but I do not have two decals on top of eachother. Some of the tracks are patches on top of the terrain and some are just plain old brushwork. But I saw that it is happening on both the patches as on the brushes. It also seems to appear on random places so i’m going to have a look at it, trying to solve it.
A couple of times when I played the map, an axis soldier was hiding inside these large tanks. In regular ET you can get to float in mid-air like this. And on servers using the shrubet mod you can jump towards the tank, play dead while in the air, with the result that you can walk around inside the tank.
lol, I didn’t know about this ‘cool’ feature in my map. I will move the tanks a bit further apart form each other and clip them.
Just inside the tunnel, the Lorraine dips into the ground…
…And yes these wheels were too spinning as the rocket was on the move.
Both have been fixed.
Thanks for the all the comments and the screenshots Chruker.
I also like to note that a few days ago I played the map several times on some of the ‘bigger’ servers (50 people) and each time the allies got spawnkilled. At the moment they walked out of their spawn they got killed by artillery or mortars.They didn’t even had a change getting the tank towards the bridge. Because this happened several times I have created an extra path for the allies. (A tunnel leading from allied spawn towards the ice). I hope it will solve the spawnkilling problem a bit. (see screenshot below)
I have made a list of things to fix (38 in total) and I’m still planning to release the final version in a week or two (depending on the free time I have).