V2 Base First Playable - Available for Download


(Ifurita) #1

Download Links

Core Map
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/v2_base_fp_0404.zip
http://www.pcgamemods.com/4869/

Script fixes
Scriptfix #2 - Fixes the bug where you could return both docs to a single launch bunker and eliminate any chance of the Axis winning. The 1/1 second spawns that were fixed in scriptfix #1 are also resolved in this scriptfix #2, so server admins can get rid of scriptfix #1

http://www.pcgamemods.com/4880/
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/v2_base_fp_scriptfix_0404b.zip

Brought to you by Iffy and Mean Mr. Mustard, command map (WIP) by thegnat
First brush laid down March 1, 2004

// Set scenario information
wm_mapdescription axis “Objective:**Destroy the two V2 rockets.”
wm_mapdescription allied “Objective:**Protect the V2 rockets.”
wm_mapdescription neutral “The Allied forces have overrun and captured a secret V2 base and are in the process of dismantling the rockets for technical analysis.**An Axis special forces unit has been ordered to destroy the rockets and deny their secrets to the Allies.”

// Axis Objective Descriptions
wm_objective_axis_desc 1 “Primary Objective:**Gain access to base by breaching main gate”
wm_objective_axis_desc 2 “Primary Objective:**Gain access to Ammo Bunker and secure the arming codes for both rockets”
wm_objective_axis_desc 3 “Primary Objective:**Transport arming codes to the South Rocket Launch Console and disable failsafes”
wm_objective_axis_desc 4 “Primary Objective:**Destroy South Rocket”
wm_objective_axis_desc 5 “Primary Objective:**Transport arming codes to North Rocket Launch Console and disable failsafes”
wm_objective_axis_desc 6 “Primary Objective:**Destroy North Rocket”
wm_objective_axis_desc 7 “Secondary Objective:**Capture Main Gate spawn”
wm_objective_axis_desc 8 “Secondary Objective:**Construct CP Spawn”

// Allied Objective Descriptions
wm_objective_allied_desc 1 “Primary Objective:**Prevent Axis from gaining access to Main Base”
wm_objective_allied_desc 2 “Primary Objective:**Protect the Ammo Bunker warehouse.”
wm_objective_allied_desc 3 “Primary Objective:**Prevent Axis from disabling the South Rocket failsafes”
wm_objective_allied_desc 4 “Primary Objective:**Protect South Rocket”
wm_objective_allied_desc 5 “Primary Objective:**Prevent Axis from disabling North Rocket failsafes”
wm_objective_allied_desc 6 “Primary Objective:**Protect North Rocket”
wm_objective_allied_desc 7 “Secondary Objective:**Protect the Main Gate Spawn.”
wm_objective_allied_desc 8 “Secondary Objective:**Construct the CP spawn.”

Known issues:

  • Command map still WIP
  • Some shadowing from hidden terrain faces which got textured during clipping
  • Much more detail needs to be added
  • Most likely will randomize where failsafe codes are located
  • Need to test where the main gate can be jumped
  • Need a new name for map (open to suggestions)

(Ifurita) #2

Axis spawn

Secondary exit (via tunnel) from Axis spawn, main gate, and sally port

Inside of main gate and view of ammo bunker area where fail safe codes are located

View of bunker where fail safe codes are located and main gate spawn flag

South rocket complex

Tunnels linking north and south ends of map (high route)

Lower tunnels linking north and south rocket areas as well as ammo bunker and radar station areas

North Rocket area

Interior shot of launch bunker where failsafe codes must be delivered before rockets can be blown up. Codes can be delivered in any order

the North Rocket

BOOM!!!

Don’t get hit by pieces of falling V2


(Crotalus) #3

I just d/l’ed it and did a quick walkthrough. Looks good. Are any servers going to host this? I want to play this map all weekend long.

:banana: <—me playing the V2 Base FP aaallllll weekend long!


(Ifurita) #4

btw, I forgot your name in the credits. Thanks for skinning the V2


(Crotalus) #5

haha…no problem. those are the same rockets from V2 factory map that M3 is working on. just as easy to use them.

/me goes to look for a server playing the V2 Base

:banana:


(Ifurita) #6

I’m just the brush monkey.

Credits:
Sock - Objective script, desert skybox
Mean Mr. Mustard - Terrain, Tunnel, Spawnpoint scripting, V2 Models + Animation
Seven_DC - Original neutral command post prefab
Deathstick - Original constructible MG42 prefabs
Drakir - Numerous prefabs
Bubba - Original V2 crane prefab
thegnat - Command map (still work in progress)
Crotalus - Skinning the V2 models
Ifurita - Laid down a brush here and there


(seven_dc) #7

Thanks! nice you noticed my command map prefab! :smiley:

Do I have any change of helping you guys out? Maybe I could do you prefabs and details indoors.

suggestions/notes

  • Needs lots of details maily indoors but outdoor areas look little naked. Some crates and stuff would make easier to cover the enemy fire.
  • Those wooden boards in the wall should be destroyable. I shooted those and they still were there :frowning:
  • Like to see some foliage in the terrain
  • The terrain looks little dull it seems that there is no shadows at all maybe lower the sky light so the mountais create nice shadows over terrain now it looks like the terrain is fullbrigh.
  • Like those signs but they are kind of disturbing in some locations where there are so much of them in the walls.
  • The command map is gorgeous but need some indication on underground passages
  • I think you could use go-gerbils partrol points.

Vapir No2


(SiliconSlick) #8

Your use of a capital “V” in for the .arena script
has confused my checker. :slight_smile:

Sat Apr 3 11:40:50 CST 2004

Files to analyze:

-rw-rw-rw- 1 slick ND80serv 6266989 Apr 3 06:26 v2_base_fp_0404.pk3

----- PK3 - v2_base_fp_0404.pk3 -----

v2_base_fp_0404.pk3 - *** Warning: Missing maps/v2_base_fp_lms.script - LMS Mode Script ***
v2_base_fp_0404.pk3 - *** Warning: Missing maps/v2_base_fp_lms.objdata - LMS Mode Objectives Listing ***
v2_base_fp_0404.pk3 - *** Warning: Missing scripts/v2_base_fp.shader - Shader File ***
caution: filename not matched: scripts/v2_base_fp.arena
TEST** scripts/v2_base_fp.arena does not support wolfmp
caution: filename not matched: scripts/v2_base_fp.arena
TEST** scripts/v2_base_fp.arena does not support wolfsw
caution: filename not matched: scripts/v2_base_fp.arena
TEST** scripts/v2_base_fp.arena does not support wolflms
v2_base_fp_0404.pk3 - ** Legacy warning: the name maps/V2_base_fp.objdata contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Legacy warning: the name levelshots/V2_base_fp.tga contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Legacy warning: the name gfx/v2_base/cm_V2_north_64.tga contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Legacy warning: the name gfx/v2_base/cm_V2_south_64.tga contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Legacy warning: the name models/v2_factory/v2_middle.MD3 contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Legacy warning: the name models/v2_factory/v2_nose.MD3 contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Legacy warning: the name models/v2_factory/v2_tail.MD3 contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Image Warning: UNABLE TO LOCATE textures/sd_bumpmaps/normalmap_terrain.tga IN scripts/v2_base.shader **
v2_base_fp_0404.pk3 - **** MAJOR Warning: SHADER scripts/v2_base.shader REFERENCES NON-EXISTENT IMAGES (see above) ****
v2_base_fp_0404.pk3 - Minor note: textures/desert/desert_view.tga is textures/desert/desert_view.jpg in v2_base_fp_0404.pk3
v2_base_fp_0404.pk3 - ** Legacy warning: the name scripts/V2_base_fp.arena contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - ** Legacy warning: the name textures/desert/env/desert/Thumbs.db contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - * Minor warning: nobody wants your thumbnail database “textures/desert/env/desert/Thumbs.db” – EXCESSIVE BLOAT *
v2_base_fp_0404.pk3 - ** Legacy warning: the name textures/desert/Thumbs.db contains uppercase letters which should be avoided **
v2_base_fp_0404.pk3 - * Minor warning: nobody wants your thumbnail database “textures/desert/Thumbs.db” – EXCESSIVE BLOAT *
v2_base_fp_0404.pk3 - *** Shader Warning: Could not locate shader textures/frozen/frozen_skybox referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Shader Warning: Could not locate shader textures/radiant/notex referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Shader Warning: Could not locate shader textures/v2_base_3/terrain.vertex" referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Shader Warning: Could not locate shader textures/v2_base/v2_basesky referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_side referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_top referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Model Warning: Could not locate model models/mapobjects/blitz_sd/blitz_sd_arches_mm referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Model Warning: Could not locate model models/mapobjects/blitz_sd/blitz_sd_body_mm referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Model Warning: Could not locate model models/mapobjects/blitz_sd/blitz_sd_interior02_mm referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Model Warning: Could not locate model models/mapobjects/blitz_sd/blitz_sd_windows_mm referenced in maps/v2_base_fp.bsp ***
v2_base_fp_0404.pk3 - *** Warning: TOTAL EXCESSIVE BLOAT is 36864 bytes out of 6283264 (0% BLOAT) ***
v2_base_fp_0404.pk3 - **** MAJOR WARNING: BSP doesn’t match PK3 name (very confusing) ****
v2_base_fp_0404.pk3 - maps/v2_base_fp.bsp
v2_base_fp_0404.pk3 - SUMMARY: 2 Major warnings 4 Warnings 4 Shader warnings 6 Model warnings 1 Image warnings 10 Legacy warnings 2 Minor warnings 1 Minor notes

Now playing at a test server near you:

ADDRESS PLAYERS MAP RESPONSE TIME NAME
207.44.246.63:27964 0/30 v2_base_fp 0 / 0 shrubet [ND80]Test Maps

SiliconSlick


(S.S.Heirpie) #9

Would like to know if you will fix the spawn times, was just playing that map on our server and it is total chaos!!


(Ifurita) #10

Doh, it should be 20 and 30 seconds. There’s always something that gets borked.

I uploaded a script fix:

http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/v2_base_fp_scriptfix_0404.zip
http://www.pcgamemods.com/4870/


(Ifurita) #11

As a first playable, the map is far far from being done. However, we did want to stress test some of the game play mechanics, rather than spending all the time putting in detail and then realizing at the end that the overall map is crap.

  • Needs lots of details maily indoors but outdoor areas look little naked. Some crates and stuff would make easier to cover the enemy fire.
  • Those wooden boards in the wall should be destroyable. I shooted those and they still were there
  • Like to see some foliage in the terrain
  • The terrain looks little dull it seems that there is no shadows at all maybe lower the sky light so the mountais create nice shadows over terrain now it looks like the terrain is fullbrigh.
  • Like those signs but they are kind of disturbing in some locations where there are so much of them in the walls.
  • The command map is gorgeous but need some indication on underground passages
  • I think you could use go-gerbils partrol points.
  1. Yes, we will add more detail, but I wanted to check out game flow and positioning first
  2. Still playing with lighting
  3. Command map is still WIP (as noted in the readme)
  4. What boards in the walls? If you mean the signs, I don’t want them to be destroyed
  5. Probably will not use patrol points
  6. Most likely will add more cover and foliage, but want to see what kind of FPS people are getting now and whether or not additional trees, bushes, etc create an unacceptable hit to performance

(S.S.Heirpie) #12

Thank you for that script fix!!!, now only time will tell on your map now, seems everyone was lost as usual, new map new objectives, Ill keep it on the server for awhile until they get the hang of it, heck I didnt know I needed to blow the rockets, Yes Im a NOOB too…:slight_smile:


(Mean Mr. Mustard) #13

I changed the sky at the last minute to sock’s desert skybox. So, the sun intensity, is well, for a desert. I did not have time to play with the intensity or angle (Ifurita is a task master!! :stuck_out_tongue: )

If there are any scripting errors, they are probably mine…


(Ifurita) #14

I think there is another bug, which allows a doc runner to drop the obj at a bunker where another obj had already been dropped, resulting in an unwinnable game. I think the fix is either to remove the TOI once a doc is capped, or just turn it invisible


(SiliconSlick) #15

I think you are right. :slight_smile:

SiliconSlick


(Ifurita) #16

Fixed. Will post another script fix this evening. Here’s a couple of other questions:

  1. Is it too difficult to get thru the main gate? It doesn’t seem like it is too difficult to plant at the gate, but getting thru is another issue. THere are a couple of options:
  • extend the team door further back so that it exits at the secondary spawn exit
  • Destroy the team door when the main gate is destroyed
  1. Should the main gate spawn become a permanent axis spawn whenever the first rocket is destroyed? This would help prevent a lone allied from grabbing the flag and sending the axis all the way back outside the main gate, though this is what happens on Battery too

  2. Is it fast enough gameplay wise. I only recall one game where the axis were held outside for the entire game


(SiliconSlick) #17

I think the team door is a bit close to the front gate to be useful
for axis. I was thinking if you moved it back a bit, then it
would be easier to coordinate a stolen uni and getting
troops through the door. I was thinking maybe from
the roof porch on the axis side down to the allied
bunker on the other side. Here’s a screenshot:

http://www.nd80usa.net/slicks/2004-04-03-182205-v2_base_fp.jpg

I’m a flag whore and like it the way it is. :slight_smile:

If you can’t hold your flag, you deserve to lose. Caen is
a good example where this is fun and turns the game quickly.

I like it. :slight_smile:

Axis have to be a bit suicidal to break out, but
beyond that it is pretty balanced.

SiliconSlick


(Ifurita) #18

cool, extending the side passage should be pretty easy to do - I’ll do that tonight and release it at the next full download.

The axis also have the ability to build the CP and spawn there, even if they allies hold the main gate - leading to some interesting situations where main gate defenders where being hit from both sides.

I’m also planning on adding another structure (power plant or something) near the back that will give the attackers at the North rocket an alternative route, as well as widening the door from the north spawn exit a bit


(MadMaximus) #19

wow infurita… been waiting on this a while… and after 2 HARD DRIVE CRASHES!!! ( sigh ) i can now get back to d/l sum maps =)
nice job.


(KillerKind) #20

Nice, well done iffy and friends. :slight_smile: