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d3coy
15th July 2005, 19:03
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:

http://www.massive-mapping.com/bye/decoy/sabotagecm.jpg

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.

http://www.massive-mapping.com/bye/decoy/sabotage/shot0069.jpg

Flag Room with CP


http://www.massive-mapping.com/bye/decoy/sabotage/shot0061.jpg

Room outside of flag room.


http://www.massive-mapping.com/bye/decoy/sabotage/shot0062.jpg

Hallways behind Flag Room.



http://www.massive-mapping.com/bye/decoy/sabotage/shot0065.jpg

Radar 1



http://www.massive-mapping.com/bye/decoy/sabotage/shot0066.jpg

Radar 2





http://www.massive-mapping.com/bye/decoy/sabotage/shot0067.jpg

Axis Spawn Room


http://www.massive-mapping.com/bye/decoy/sabotage/shot0068.jpg

Service Door


http://www.massive-mapping.com/bye/decoy/sabotage/shot0070.jpg

View from allied starting spawn


http://www.massive-mapping.com/bye/decoy/sabotage/shot0071.jpg

Allied secondary spawn


http://www.massive-mapping.com/bye/decoy/sabotage/shot0072.jpg

View from upper bunker in main complex.
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ChiemseeMan
15th July 2005, 20:06
Here a Mirror: :fiesta:
http://www.new-etmaps3.de/maps/sabotage_b2.rar (13,33 MB)

d3coy
15th July 2005, 20:07
thanks

H8reD
18th July 2005, 16:09
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
18th July 2005, 19:33
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. :)

CrazyGuy
19th July 2005, 00:00
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
19th July 2005, 00:38
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
19th July 2005, 21:41
Beta 3 released today.. check post on TWL Forums for more info:

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

Stonejk
21st July 2005, 12:13
Here a (new) Mirror for your Sabotage-Map ;)

Mirror:

Sabotage (Beta2) (http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=1049) | Sabotage (Beta3) (http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=1049) | Sabotage (TE) (http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=1049)

;)

stebbi67
22nd July 2005, 08:15
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
22nd July 2005, 18:39
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
22nd July 2005, 19:03
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
22nd July 2005, 22:13
well well well, what have we here... a name stealer ??

d3coy
23rd July 2005, 05:43
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 :P

ChiemseeMan
23rd July 2005, 08:57
D3COY is a Mapper, see here:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11630

D3C0Y
23rd July 2005, 10:28
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 :P => Unterwasser

d3coy
23rd July 2005, 17:44
we should collaborate.. just so a map will show "By D3COY & D3coy" :P