Vengeance-Beta 1, Public release now available


(Ifurita) #1

After much hard work following our first playable version (formerly called V2_base), we have beta 1 ready for more widespread pub testing. Props to a great team with contributions by thegnat (command map), Seven_DC (much interior decorating), Mean Mr. Mustard (terrain, tunnel, and tons of scripting), and Crotalus for throwing in some very nice improvements to our signage.

We also tried some new things in the map: random objective locations, dual return points for objectives (completed in any order), deliver then blow objectives. Hope you all enjoy our work.

Download Links
http://www.pcgamemods.com/5066/
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/vengeance_b1.zip

Here is a quick overview of the map (this is all from the HTML readme in the .zip file):

Map Overview

Axis Objectives

  1. Destroy Main Gate to gain access to base
  2. Secure main flag
  3. Breach Ammo Bunker Doors and locate fail safe codes in one of three bunkers
  4. Deliver a set of fail safe codes to the South Launch Command Bunker
  5. Dynamite the South V2 Rocket
  6. Deliver a set of fail safe codes to the North Launch Command Bunker
  7. Dynamite the North V2 Rocket
  8. Secure and construct the Command Post to create another spawn point

General Notes

  • Map is designed for 12-28 players
  • Axis are on offense
  • In order to destroy a rocket, a set of fail safe codes must be taken from the Ammo Bunker to a appropriate Launch Control Bunker. This will deactivate the fail safes, which enables the rocket to be dynamited
  • Fail safe codes appear randomly in one of the three Ammo Bunkers
  • Fail safe code command map markers are invisible whenever the bunker door is constructed. Once the door is blown, the icon will appear on the Axis command map
  • Fail safe codes can be delivered to the Launch Control Bunkers in any order

Screenies to follow


(redfella) #2

No screenies?


(Ifurita) #3

Screenies to follow

Will get them up soon - have other things to take care of first.


(Ifurita) #4

Screenshots

Axis spawn , heading into the tunnels. New and improved signage

Main gate and sally port - Before

After

Munitions Bunker 1-3. Objective spawns randomly in one of the three bunkers

… and the objective is behind door # … ? Objective icon does not show until correct door is blown

South Rocket Complex. Left to right. Exit from the Allied spawn, South Launch Bunker, South Rocket

Inside the South Rocket shelter

North Rocket and Launch Bunker

Inside the lower tunnels

Command post located at the Radarstation. Ammo and health racks are there too

Upper tunnel, connecting north and south parts of map

Hallways in the Allied spawn complex. Hallways lead North and South, as well as East and West


(Schaffer) #5

Screenies look good guys (Ifurita and Bob).

I’ll DL and have a look when the kids are better


(S.S.Heirpie) #6

Very nice!!! :clap: I see alot of new eye candy in this map…


(Ifurita) #7

Seven_DC is to blame for most of the interior work :smiley:


(ratty redemption) #8

I love the amount of detail, well done guys :slight_smile:


(Grimmy_EFG) #9

Had a run round on my own… looks good and potentially much fun… Can’t wait to try it out with players!


(Ifurita) #10

Now playing on: ^3[^4ND80^3]^4Test ^3Maps|86ms|207.44.246.63:27964


(Ifurita) #11

Well, the map just went thru the ringer on ChiGC’s 60-person server. FPS took a hell of a beating around the ammo bunker area during the intial fight for the flag, but seemed to do fine after that.


(Sauron|EFG) #12

Nice map Iffy! We played it 5v5 yesterday, and it was a lot of fun (although most people didn’t know the objectives).

I have a feeling the gate will be a big time choke point though, unless there is another route to the flag that nobody found. With ffe on the axis side of the gate and some medics to take out the axis who gets through it can be really hard for them to capture the flag.


(Ifurita) #13

Yeah, that’s what I want to test during this beta phase. The side door is still available, but I figure that if the Axis are aggressive, they can push thru, but they have to get good fire support on the gate and push as a team. Once they do get thru, it breaks the game wide open. Also, the Axis can push thru and build the CP, which gives then another spawn point


(Grimmy_EFG) #14

Ah… didn’t realise that… But In our 5 v 5 game yes, once the flag was taken it was a lot easier for the axis… I do however feel that a lot of games could result in full holds at the main gate. Perhaps there should be a long back route to the flag area/other side of the wall which bypasses the gate… maybe a satchel destroyable/buildable barrier on the way?


(Boleth) #15

Sorry to go off topic a little.
Is Mean Mr. Mustard still releasing his version of the V2 rocket facility?
I know the map got leaked a few weeks back, hope hes still releasing it.

side note Does anyone know what happend to the disposable heros website? M3’s V2 map was advertised on there and it seems to have gone down.


(Tasian) #16

This map is in the rotation of the server I regularly play on, and I’ve only seen Axis win once, and that because 8 of the 11 Allied players were still downloading.

Long story short, the first part is simply a slaughter for the attackers. Here’s what I mean:

Axis see this before the gate:

And are greeted by this if they somehow manage to survive the constant artillery:

The people I’ve circled are the Field Ops… there’s 6 people missing from that screenshot, they’re easily defending the alternate doorway route.

Here is my suggestion… put another “underground” route from the Axis area connected to the building I circled (after moving the spawn out of there, of course):

That way, the Axis at least have a chance to do a bit of a pincer attack, or at least spread that support fire out a bit. One thing that kills the fun in a game is artillery in the same one chokepoint over and over. (Rail Gun flashbacks, ACK!)

Don’t get me wrong, there’s things I like about this map. The map really gets fun after the Axis secure that flag. I love the detailing, and the random placement of objectives is really cool! Not to mention the secure-objective-than-destroy gameplay, definitely a refreshing change of pace. It just needs a l’il bit more work, 'tis all. :slight_smile:

Just a bit off topic, I know, but I just wanted to thank you for your awesome site, Iffy. It saved a lot of my hair from being torn out from frustration.


(Ifurita) #17

OK, that’s definately a possibility, though I’d like to see some more game play before I make a final decision. Running the side tunnel isn’t that hard, and even with the spawns still there, it’s kind of like Oasis


(Crotalus) #18

Yes Mustard’s V2_factory map is still planned on being released. Look for a public beta release soon. :banana:

The DH website/forum/server was shut down. :frowning:

on-topic:
Seven_dc’s detaill additions look great! almost looks like a totally diferent map from last release. :banana: :banana:


(seven_dc) #19

Thank you. I am not yat pleased the details way they are now. There is bugs like miss aligned textures and some textures seem little off.
The next release the details will be more cough finished. Also I think the detais are little bit too variant the theme of the tunnels and buidings
differ too much but I think I can fix it by adding elements from other buildings. Like air ducts to all of the buildings.


BDSM MISTRESS


(Ifurita) #20

bump! So I’m planning on adding a hallway from the nearside axis spawn building (near the stair head) that leads to the main gate spawn (exiting at one of the offices). The exit will be blocked by a dynamiteable double door, to allow for a fairly wide egress point. On the other side of the room will be a small room with some crates for cover.

Am planning on making the doors reconstructable (1.5 bars)

Thoughts?