Vesuvius_b1 released


(mrfin) #1

Hello mapping and gaming types

Firefly and myself decided that it was time to release a beta of the Vesuvius map.

You can get it here:
www.mrfin.co.uk/latest.htm
and here:
http://members.chello.nl/~n.raats1/vesuvius/vesuvius_b1.ZIP
Screenies here:
http://members.chello.nl/~n.raats1/vesuvius/actionshots.htm

We hope you enjoy 8)


(Kic) #2

Downloading Now.
I am sure that this map is excellent .


(broloi) #3

Had a quick run in it… and i like it… i like the volcano as the skybox.

Now, i found some small bugs and some other things.

First thing is no sound when i captured the flag or repaired the CP, i dont know if this is meant like that, but it felt funny when i repaired the CP with out the “Command Post constructed” sound afterward.

Second thing: the lava, i die, but under the lava is… nothing… its just black, maybe add something? http://tinypic.com/view.php?pic=4dca52w

next thing: a little leak, look at the minimap for the location. http://tinypic.com/view.php?pic=30iuqrs

Next is the CP ones again… a missing texture? http://tinypic.com/view.php?pic=47l7xwh

then its the flag. Is it meant to disapear when i take it? http://tinypic.com/view.php?pic=2ir9bw1

And last one. I dont know if this is meant to be clipped, but it is and its even clipped for bullets. http://tinypic.com/view.php?pic=2s17lfq

Thats what i saw from this AWSOME map… I really like it, and want to play it on a public server soon.

|EDIT| Damn, TinyPic is slow as hell right now… sorry for that upload.


(Magic) #4

Thanks for bringing us quality maps.
The scenery on this map is stunning - great work.
Have played it several times and i like it a lot :smiley:
It will be in our campaign very soon.

@ broloi - think its meant to dissapear - when allies capture the flag - axis cant take it back.

Second thing: the lava, i die, but under the lava is… nothing…

Thats the evil thing with lava - it leaves nothing behind :slight_smile:


(DerSaidin) #5

Awesome work.

Looks beautiful, and well optimized for FPS.
Rubble and ruins in particular look great.

As broloi said, Neutral CP is facing the wrong angle.
And lots of boxes have a terrain texture on their upper faces… if that was intended, it looks strange.

Any plans on a SW version?
I know I haven’t played it, which may make my thoughts a bit uneducated, but I can’t see a 6v6 match on a map that size - you could pretty much break it in half and get 2 SW maps out of it :stuck_out_tongue:

First map would be something like steal that truck, and get it out. Second… might need to add extra dyno objectives or something (blow open the box with the urn?), but its nearly big enough :stuck_out_tongue:
Include flag area on both maps.


(nedd3h) #6

Well Done!! :slight_smile:

on my server now

  • Australia -
    203.12.0.100:27960

I had a quick run-around and found a graphics glitch near entrance to where the urn is.


(system) #7

Nice Map MrFin, i could not resist to test it in my break from work.
Awesome graphics, especially the volcano and its city.

I will put this one online tonite.

Thanks for making again a good map again ! :notworthy:


#8

Wow great looking map! Impressed


(nedd3h) #9

I love the earth tremors from the volcano!
I thought my mouse had died when i first experienced it :mrgreen:


(broloi) #10

Well… then they should make it like… hmm, the CP make the spawn, or something, a gate… it looks bad with the flag.


(M8DNanite) #11

Yeah very nice tremors effect. The map is very nice looking.

There was some strange 1on1 fighting positions that i have never experienced in any map before as the stairs is so steep angle.

The map is running now on our server + 9 other betas from this forum.
ip: gamma.m8d.org location: swe


(d3coy) #12

Mirrored

http://www.etdoa.com/infusions/pro_download_panel/download.php?did=60


(FireFly) #13

Hey guys, thanks for all the feedback so far :slight_smile:

Atm there aren’t any vo sounds in the map besides the “default” ones: “objective taken” & “dynamite planted” at the gate barriers.
We’ll add the stock vo sounds for the cp with the next release.

With the private ( previous) release the flag could be recaptured by axis at any time. We had a custom sound for it once captured / recaptured, but we figured It would annoy the hell out of people to hear the same sound over and over again.

However, now that the flag can be captured only once by allies, It wouldn’t hurt to have a custom sound for it…

That’s a good example of bad clipping :oops:

During development we had to manually clip all models in the map to get rid of a nasty hunk_maloc problem. All ruins and many of the buildings in the northern part of the map are either ASE or md3 models.

The rock model you are referring to was very hard to clip manually, But I will have another try at it…

Thanks for pointing that out: It will be fixed in the next release…

We imagined that the village would be covered with ash because of all previous eruptions: For example if you look closely to all the roof textures we made, they all have ash on top of them. Unfortunately we used the same terrain texture for ash on top of the crates. I agree that this might look strange: I will create a new ‘ash’ texture to use for the crates…

Nope, currently not…

Argh! Before I release a map I probably run through it 100 times to check for these kind of things and always they find a glitch!

Nice spotting Nedd, It will be fixed…

During private testing we found that the tremors are an excellent opportunity for allies to capture the flag or to grab the urn :slight_smile:

Well, imho having a cp at the flag position would be a bad idea gameplay wise. The only reason why we put a flag up there is to indicate that it can be captured by allies.

I think It would only confuse axis players if we would not make it disappear once captured…

Again thanks for the comments :smiley:
Mrfin & I decided to keep the beta1 version up for at least one month before we start working on the final version…

EDIT:

Thank you M8DNanite & nedd3h for hosting the map on your server!
And thank you d3coy for hosting the mapfile…


(Axeman89) #14

I love the tremors, especially in the beginning, when the bell is ringing. It brings a sense of doom and drama into the map. I also like the contrast between the ancient and modern parts of the map and how they blend in so well. The vertical aspects of the map are interesting too.
The chokepoints almost look too defensible, but I can’t wait to play this map! The urn looks hard to defend, preventing the map from turning into another Gold Rush, which is good.


(Juno_Who) #15

Great map…we just played it with 55+ players on Whosgaming.com and had nothing but positive comments.

Thanks for giving the community, again, another great map.

The beta will be in all our next rotations. Look forward to a final but until then this is map is a lot of fun.


(DC9) #16

Another great map guys.

I think you may have a duplicate brush though. The seventh pipe from the left on the pipe organ in the church.


(Ryan) #17

Really nice map :smiley:
All I mis is that you can’t enter any of the towers :frowning:

I would love to get a good panorama view over the city :D, because it looks so good.
Maybe the door in the church could be opened? :wink:


(mrfin) #18

yes - thanks for the comments and observations so far ppl

I would love to get a good panorama view over the city Very Happy, because it looks so good.

Well that would be nice but the view would be into the void. If it was all one big space the fps would be terrible. The map is a bunch of linked sections that look pretty messy from up high.

The seventh pipe from the left on the pipe organ in the church

Thanks - you’re right - I meant to sort that out so many times but just kept fotgetting it.

Thanks for giving the community, again, another great map.

you’re welcome :slight_smile: 8)


(MrLego) #19

Good looking map.

Nice Job.

:slight_smile:


(Pytox) #20

you could still try /noclip :stuck_out_tongue:

Nice map !