vesuvius_rev_beta ready!!


(mrfin) #1

after testing, amending and testing again vesuvius_rev_ beta pk3 is finally ready for a run
you can grab it from www.mrfin.net

Thanks to the ppl that tested it and especially to Jan for hosting it - thanks ppl, much apreciated

For their information I added a constructible truck barrier after the road tunnel and made a route
around the smashed buildings that contain the command post for easier access to the church flag
seeing as the hole with the ladder in is easilly mined.

this is a beta - so any comments, observations, ideas etc. are v much welcome

enjoy et faithfuls :slight_smile:


(macbeth) #2

still to download 15,6*Mo
:frowning:
i mean for the players


(mrfin) #3

Hi Beth

15 meg isnt bad !!

you need to complain to your internet provider :slight_smile:


(macbeth) #4

[QUOTE=mrfin;177007]Hi Beth

15 meg isnt bad !!

you need to complain to your internet provider :)[/QUOTE]

i dont mean for myself but a lot dont wanna have to dl too huge PK3


(aaa3) #5

yeah but 15m isnt too huge oO =/ :wink: above 18 is too huge :p, [off]personally i dont have any problems with too huge maps


(Magic) #6

Had a look and the changes looks good , will be some good fighting while escorting the truck.
Will put it in rotation on Bloody Secret.
15 meg is not much for a good map - players dont mind a minute waiting.


(stealth6) #7

nice!
like the shaking effect in the beginning lol


(molotov) #8

In first look imo:

  • it would be better if the goal zone of the truck could be where the “north health/ammo cabinets” are. What we have now is too close to the axis spawn and too easy defend the bridge material and stoping the truck. The consturcable ramp coud be for the axis team (destroyable by satchel)
    (until this will be real we stop the truck and finish the game there via script side)

  • securable forward spawn like in the first version: wgen an allies touch the flag it will be invisible

  • voice annnunce from the Vesuvuis for gates and ramp vould be nice too.

But a BIG tumbs up for this map :wink:


(system) #9

Nice changed version :slight_smile: I liked the road around the lava/city at the end :slight_smile: I will put it in the cycle once i update it.

btw. the entrance to the object has no dyno-sign or was i blind this morning…

Anyway, thank you, good to see a nice designed map ! :expressionless:


(Dinius) #10

Pretty nice ^^

Might wanna clip the cylinders tho, atm u can just walk through them :stuck_out_tongue:


(mrfin) #11

hello

Thanks for comments guys

right o - Dinus - what cylinders?

dutchman - you’re welcome - will check dyno symbol before next version

molotov - I might make the bridge blow up with a sachel charge - but this would also make it quicker to build.
The Allies had too easy a time of it once the truck was past the church and it takes no time at all to run it to the bridge so I don’t mind the bridge being near to the axis spawn.

The flag needs to be neutral - makes it an objective to fight for imo.

Sounds - yes - ill have new voice announcements done - thanks for the thumbs

stealth6 - thanks - what i’d really like are falling boulders from the sky to rain in now and again

cheers Jan

Beth - I had an email or two requesting the map be made for 64 players!!

anyhow - cheers all


(molotov) #12


A képet a Képfeltöltés.hu tárolja. http://www.kepfeltoltes.hu

I attach a picture, maybe will help what i try to say, i know my english is not the best :o
So, we play in a 40+4 slot server and if the axis make their job (try to stop the allies team) its near impossible build the bridge and escort the truck becuse the last meters are to close to the axis spawn and to far from the allies spawn so for the axis team very easy defend (camping there).

So my suggestion modify a little the route of the truck (can be there bridge also) and what is now the bridge for the truck can be a bridge for the axis team which is destroyable by satchel.


(mrfin) #13

Hey Molotov - ok I’m with you on that, especially since a barrier was installed just up the hill - I think it’s a good idea and will implement it for the next version

thanks


(|WF|Doofy) #14

when is the next version ready :wink:


(Dinius) #15

THESE CYLINDERS!

<3 delays… Dont u? :stuck_out_tongue:

U might wanna fix that gate a little bit, seeing as what I did there is extremely easy because its that thin :stuck_out_tongue: (aka clip it a bit)


(aaa3) #16

ok now i had time to fly around. i found that in a “typical visblocking -z - shaped” narrow corridor which enters into the side of a church building, has inside on the walls a stucco-like texture, stock ET. so i found that maybe its too much stretched, maybe halve it again. i also found the same texture with the same too-big-scale looking at surrounding corridors above the room with the round hole above the urn.

(btw i remember when the first version (or its beta idk) released i was something like “o_O” , posted it then . its a too much awesome looking map (all the custom textures, buildings, …) that would require too much nice words to describe it so simply i dont do it now : ) )


(FireFly) #17

Nice job Neil!

I had a run through the map today and like I said in the email I send you It was a strange, but great expierence: strange because It’s always weird to see your own brushwork being deconstructed / reconstructed, great because the new areas you addded to the map are really looking nice ( northern part of the map ).

I remember when we released the first beta of vesuvius some people were complaining about the ‘huge’ size of the map. and asked for a smaller version…

I think vesuvius_rev is the answer to that. It’s a very compact map now so players won’t have to travel far to see some action.

Again, nice job mrfin