WIP: Sabotage Beta 2 Released


(d3coy) #1

This is the first official release of a map I made called Sabotage.

The concept is a gather of ICE start and BASE finish from old RTCW.

DOWNLOAD: http://www.massive-mapping.com/bye/decoy/sabotage_b2.rar

Fixes in this version:

Alpha Blended terrain
Fixed bug with Radar 1 ending round without destroying Radar 2
Added VO sounds
Added sounds in game for CP, tank and Radars.

Known Bugs:
Unable to compile lights because my computer is slow and I get safe_malloc errors.
1 doorway at axis spawn is textured wrong.

Other than that none… hehe enjoy.
Here is the command map:

Allied Objectives:

Capture Forward Spawn Flag
Build Command Post
Destroy Service Door
Destroy Radar 1
Destroy Radar 2

Here are some screenshots of the various areas of the map.

Flag Room with CP

Room outside of flag room.

Hallways behind Flag Room.

Radar 1

Radar 2

Axis Spawn Room

Service Door

View from allied starting spawn

Allied secondary spawn

View from upper bunker in main complex.


(ChiemseeMan) #2

Here a Mirror: :fiesta:
http://www.new-etmaps3.de/maps/sabotage_b2.rar (13,33 MB)


(d3coy) #3

thanks


(H8reD) #4

Just curious about some of the things I made comments about in the last version that I am not at home right now to test and find out (sadly I have to work) and since I’m impatient maybe I’ll get my answers here before I get home.

You fixed the Radar1 issue that was obviously the biggest problem. Did you change/alter any of the other suggestions?

  1. Has the respawn rate for both teams been adjusted at all or is it still 2 seconds and if so why out of curiosity did you set them so low? The problem we saw during our tests were that once the forward flag was captured by the allies it was simply impossible to get them off it due to the speed they spawned.
  2. Has the axis inability to spawn at the forward flag been ‘corrected’ or was that an intentional design feature to keep the allies moving forward in the map? I know the axis can capture the flag in the version we tested they just couldn’t spawn there. If it was intentional I understand why I think.
  3. Did you consider moving the allied spawn at the truck/radar tower thing a little closer to the first building entrance to make it the same distance as the other first allied spawn? It was a good bit further from the door than the other spawn and would basically make it a rarely used spawn as a result.

Thanks for any response and I’d like to say my initial reaction to the map was most certainly positive. I think it could be a lot of fun on a higher population server, I’m looking forward to trying it out when I get home today.


(d3coy) #5

yes, the bugs you referance have been corrected. It was not intended for the axis to spawn at the flag… however in a pub version I will be releasing they will be able to and there will be two dyno entrances, 2 team doors, and 1 air duct to gain access to the flag area.

As for the distance in spawn… im not to concerned with it. In the pub version the truck spawn will be the only starting allied spawn. The other spawn (tower) will be the axis start (also with the flag).

I changed the texture on the doors to make it less confusing and added some more blockage and cover coming out of the center hall. Made the glass a destructable that can be broken and shot through. In the version I plan to release in the next day or so… I have also added signs showing where players will need to go.

Lots to be added still for the pub version. And a very successfull test run with some compitition players a few nights ago puts this map close to final.

Stay tuned for the latest… Ill post it as soon as I am happy with it. :slight_smile:


(CrazyGuy) #6

Decoy, Could you also make another version called, “Sabotage_nsk”? “Nsk” is… no spawn killing.
Just add sign or light color floor textures or something.
The server that is owned by H8red is a “No Spawn Killing Server”.

I’ll talked it over with you when i get onto irc tonight. I have to set up an computer over at my brothers’ house.


(DWM|Commando) #7

alright i tested it and its not bad at all. i think it’d work best for large servers seeing as how huge the hallways are and how easy it would be to get by someone without them knowing lol, pretty cool, and it looks like it would be fun.


(d3coy) #8

Beta 3 released today… check post on TWL Forums for more info:

http://www.teamwarfare.com/forums/showthread.asp?forumid=40&threadid=246569


(Stonejk) #9

Here a (new) Mirror for your Sabotage-Map :wink:

Mirror:

Sabotage (Beta2) | Sabotage (Beta3) | Sabotage (TE)

:wink:


(stebbi67) #10

Great map :drink:

I have added it to my campaign. :cool:

Just one question though. What is the difference between Sabotage (Beta3) and Sabotage (TE) ?


(d3coy) #11

Sabotage_te has an added objective at the beginning of the map (main entrance) also it allows axis to spawn at the flag and at the truck area…


(Ifurita) #12

btw, you can make objectives somewhat contingent on gametype. Take a look at the Rochelle_B2 script. For campaign games, there is an extra stage, as well as an increased timelimit. I’d advise against 2 discrete versions. Your versioning in the future is going to be a pain in the ass to manage.


(D3C0Y) #13

well well well, what have we here… a name stealer ??


(d3coy) #14

Interesting that the site would allow to names of the same spelling like that.

Didnt know someone already had the name… oh well… do you map? If not then Ill be known as Decoy the mapper :stuck_out_tongue:


(ChiemseeMan) #15

D3COY is a Mapper, see here:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11630


(D3C0Y) #16

yes i do map, but due to a format the development of underwater_love has been set back (i lost all the files :S), but i’m back on it and u can expect some new screens soon + final name of the map is known :stuck_out_tongue: => Unterwasser


(d3coy) #17

we should collaborate… just so a map will show “By D3COY & D3coy” :stuck_out_tongue: