walk_on_sky's Mine Assault


(walk_on_sky) #1

Hey there,
long time no see, but now, finally my map has come to an advanced state. I have presented it before in this threat http://www.splashdamage.com/forums/showthread.php?t=16802.

In that map, the Axis have to protect a bunch of wooden boxes from the Allied that are stored in an old mine.
The Allied have to fight their way through the mine to the central hall where they can capture a forward spawn point and then further to the crates.
Here are some screenshots and the commandmap for better overview:

allied spawn hall:

administration rooms

with ammo-/health-cabinet

the central hall

2nd ammo-/health-cabinets:

2nd Axis spawn:

the crates:

and the commandmap: (with comments that dont appear in the game)

and here is the download link for the pk3 for you to test the map.
im looking forward to all feedback. espacially when you have played the map with several people. i wasnt able to test it thoroughly. maybe some of you guy test it and tell me what you think.

dl: http://www.wikiupload.com/download_page.php?id=69465

greets
walk_on_sky


(shagileo) #2

Hellow walk_on_sky,

I tested the map, and first of all I gotta say, I’m amazed by the fact there is no extra texture included. It’s a very simple pk3 construction, but the map itself is a big plus !

However, I noticed some very small bugs/oopsies:

In this mine waggon, you can just walk into it… perhaps clip it? :

This door has no sound when you open it. Is this the idea or?:

This door has a very little caulk mistake (verrrryyy into detail I know, but it’s just to show you):

Hmm, perhaps you should make it a dynamite objective, because this looks a bit unrealistic when people shoot the crates like this:

The map is a potential war map, but it could have some problems on bigger servers. Very nice details and great atmosphere, but perhaps make it a bit bigger? (these are just some humble suggestions (hehe :wink:) )

grtz,


(Magic) #3

The screen shots looks very nice - will have a look.


(walk_on_sky) #4

@shagileo: uh… i forgot to replace this wagon with the new version (from oasis :wink: ), i’ll fix that. and i forget to texture the thin parts of the doors everytime i build one in my map… xD
but i dont think, that i will make a significantly larger version of that map, it is supposed to be so small and for lower amounts of players…
and also, i have thought about these crates hanging in the air… but i wanted an objective that is a little different to all the other maps, so i made the crates destroyable also by shooting…
and when i want it to look like an authentic pile of boxes i will have to accept that it looks like that, or do you have an advise how to get an authentic looking pile of stacked boxes without making them only dynamitable?
btw: what did you do to my pretty looking map?! why does it look so ugly? :smiley: :wink:

@magic: thank you! :slight_smile:

walk_on_sky


(stealth6) #5

attach some script movers, to the top boxes, when the ones on the bottom are destroyed, accum changes to 1 and then the box falls down :stuck_out_tongue:

crazy idea, but an easy fix

EDIT: looks cool though :smiley:


(Moedervlekje) #6

I have an idea: what if you make the mining carts rideable. You switch a lever in one of the spawns and it moves towards the other spawn :smiley: Might add a fun element to the map


(shagileo) #7

hahaha
yeah it would be a cool add

@ walk on sky: myes, and also fix the door sound problem, 'cause every door opens silent.
And I screwed your map reaaaaaaal hard xD … nonon it’s just my poor settings I put on. I can change it though, but setting the highest gamma will make me see more in dark places. About the new objective element, well you’re right about that. I’ve never seen an objective where players just have to shoot the objective to win… it is pretty original and good idea.

EDIT: oh and I like your command map ^^


(Avoc) #8

[QUOTE=shagileo;182578]I’ve never seen an objective where players just have to shoot the objective to win… it is pretty original and good idea.

EDIT: oh and I like your command map ^^[/QUOTE]

Tank buster:
http://www.pythononline.co.uk/et/tankbuster_200.pk3

:stuck_out_tongue:

But the map looks very interesting, I will have to give it a try tomorrow =)


(shagileo) #9

Wait you hear that… shhh be very quite … spshhhh

Wauw, again? :eek:

yes I know, it’s avoc smashing my dream again :smiley:
Ok, so it did excist … I hope you’re happy avoc … xD


(kamikazee) #10

From the screenshots: there seem to be “light spots” on the mine ceiling but no light fixtures to be seen. You may want to lower the light value or try to insert models to make it look more “real”.


(DerSaidin) #11

Nice map.

Looks like it’d be great for 3v3. For 6v6 it would need to be extended, imo.

The gate objective seems sort of pointless for Allies, since they can very easily go around it. Perhaps block off the far tunnel with a switch/door or something so they have to wait for it to open before they can go through.

The final objective seems a little quick/easy for explosive weapons. That would probably be the reason this kind of objective hasn’t come up a lot before.

Perhaps move it a bit deeper in, around another corner. And you could consider putting the crates in a net, suspended above an abyss. It would look cool, and it would mean that players couldn’t use grenades as easily. They would actually have to prime them so the nade explodes on the crates before it falls. That would give the defenders a chance to kill them and make that objective a bit easier to defend.

Also the glass in the axis spawn overlooking the flag can be shot through. The texture used is typically for reinforced/unbreakable glass. You should change the texture to a transparent glass and make it breakable.

Nice work though, I’d definitively give it a go in 3v3 map pools.


(walk_on_sky) #12

thank you for all feedback. i will release an improved version with your suggestions as soon as possible. maybe i will have some free time today to do that :wink:

walk_on_sky


(ailmanki) #13

we played the map with about 20 players… lol was a nice chaos…

Well, some suggestions, as it happens none of the allies read Limbo, so no one knew the objective luckily for axis, as the creates had been almost destroyed due to some rifle nades which went there by chance…

Well, if the map shall be on public servers, make it somehow more obvious what the target is. Maybe mark the crates with a sign … and somethign at the entry. And Maybe when using command map (g) they should be marked also somehow.

Either the solution from Der’saidin, or make the creates with allot more health, as panzerfaust and riflenade destroy the creates pretty fast. Maybe make them to be destroyed by dynamite & satchel charge?

I really liked the map, especially the small file size, we had a intensive battle…
And yes seems for 12 players max… but I luve the chaos…


(MrLego) #14

Like in the second Indiana Jones movie - the Temple of Doom.

A sequal to Hummer’s Raiders map.

The map looks nice - DL’ing it now.


(isbowhten) #15

what about more of those crates at little bit different places so that explosives need to be used twice.
or maybe a clip that blocks explosives but no bullets between all crates?
i am not a clip-expert . maybe possible to reduce with clips the radius of the explosives


(Pegazus) #16

Tested the map yesterday, it is realy nice and a great athmosphere.

One thing i noitced that when you jump into an empty train cart you get stuck in it and go all bumpy, and only way to get out is to /kill yourself or nade. Other then that it is excellent :wink:


(Yorrick) #17

No outside? What’s the purpose of the fops then?


(IndyJones) #18

giving ammo?


(Pegazus) #19

I guess Yorrick cant do teamplay and give ammo like most


(Yorrick) #20

Doubt anyone would go fops just to give ammo. The fun part of being fops is the arty/airstrike.