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[]v[]
20th November 2005, 15:04
Beta 5 download link

http://www.mannsreality.co.uk/files/castleattack_b5.pk3

This is my map which I'v been working on. Feel free to comment and suggest stuff to throw on the cave floor (its a bit empty). The map is divided into three main sections.
The village, tunnel and castle. Connected by a cave and catacombs. These pics are from the village.

Villagehttp://img149.imageshack.us/img149/9834/20051120133711bbb44ow.th.jpg (http://img149.imageshack.us/my.php?image=20051120133711bbb44ow.jpg)Househttp://img149.imageshack.us/img149/7750/20051120133756bbb48aa.th.jpg (http://img149.imageshack.us/my.php?image=20051120133756bbb48aa.jpg)Churchhttp://img149.imageshack.us/img149/2406/20051120134019bbb40bf.th.jpg (http://img149.imageshack.us/my.php?image=20051120134019bbb40bf.jpg)Mountain viewhttp://img149.imageshack.us/img149/5316/20051120134055bbb43or.th.jpg (http://img149.imageshack.us/my.php?image=20051120134055bbb43or.jpg)
Tank Routehttp://img149.imageshack.us/img149/5876/20051120140721bbb43pu.th.jpg (http://img149.imageshack.us/my.php?image=20051120140721bbb43pu.jpg)Catacombsht tp://img149.imageshack.us/img149/160/20051120140847bbb49lp.th.jpg (http://img149.imageshack.us/my.php?image=20051120140847bbb49lp.jpg)Catacombs2h ttp://img149.imageshack.us/img149/2881/20051120140915bbb40jy.th.jpg (http://img149.imageshack.us/my.php?image=20051120140915bbb40jy.jpg)Cavehttp://img149.imageshack.us/img149/641/20051120140946bbb47re.th.jpg (http://img149.imageshack.us/my.php?image=20051120140946bbb47re.jpg)Village againhttp://img149.imageshack.us/img149/6027/20051120141214bbb48yx.th.jpg (http://img149.imageshack.us/my.php?image=20051120141214bbb48yx.jpg)and againhttp://img149.imageshack.us/img149/2407/20051120141257bbb40re.th.jpg (http://img149.imageshack.us/my.php?image=20051120141257bbb40re.jpg)once morehttp://img149.imageshack.us/img149/8703/20051120141338bbb43mm.th.jpg (http://img149.imageshack.us/my.php?image=20051120141338bbb43mm.jpg)

..its an escort the tank map, Blow the doors get radio equipment to build radio.
and finally steal docs to transmit on said radio. Im looking to finish this in approx 2 months time. Further pics of the other sections wil appear when im happy with the level of detail and performance. All structure is in place just needs detail and final script.

kamikazee
20th November 2005, 16:00
It looks quite good...
I hope you made the objectives somewhat diverse, as at first read it seems you crammed quite a few things into the map.

[]v[]
20th November 2005, 16:17
A very good point. The thing i didnt say was that the radio can be destroyed by a covert-ops. so preventing the transmission. The allies (attacking) would then have retrieve the parts again while defending the person holding the docs. If they cant then they would have to retrieve those again aswell. This combination i felt was ok. but your comment has given me food for thought!

Loffy
20th November 2005, 16:17
Nice trees!
//Loffy

kamikazee
20th November 2005, 16:42
I'd still need to see how it turns out in game, of course.
It could work, but that's where beta's are for, to see if it actually works out as it should.

Pytox
20th November 2005, 17:24
I like the roofs from the buildings :)
Looks good!
Greetz Py

stadilainen
20th November 2005, 17:39
It looks very good to me, hope the gameplay will be alright as well. :)

Northerner
21st November 2005, 16:52
those screenshots look really awesome! a really great job done with using your textures!
i cant wait to check this map out!

dark-tim
21st November 2005, 18:47
nice map

Uchronic
21st November 2005, 19:33
The screenies are looking good.
I'll wait for the pk3 to say more.

EterneX
21st November 2005, 23:59
That looks very very good :notworthy: :notworthy: , love how realisic it looks.

Eddie

[]v[]
22nd November 2005, 15:49
Cheers for the comments.

Heres some screenies of inside the clock tower, which just needs some light tweaking.

http://img497.imageshack.us/img497/6342/20051122143434bbb43wr.th.jpg (http://img497.imageshack.us/my.php?image=20051122143434bbb43wr.jpg)http://img497.imageshack.us/img497/5712/20051122143442bbb42cj.th.jpg (http://img497.imageshack.us/my.php?image=20051122143442bbb42cj.jpg)http://img497.imageshack.us/img497/2949/20051122143450bbb45sl.th.jpg (http://img497.imageshack.us/my.php?image=20051122143450bbb45sl.jpg)

mrfin
24th November 2005, 01:14
Hey up []v[]

odd name..

you have been busy! I like the shot entitled 'tank route'
nice atmosphere, the sky and hill textures make me think of north scotland.
like the building too - fits well.

This'll probably be as much use as a chocolate fireguard but I imagin rusty metal lying about the place, some rusty works up the road perhaps. The building in the shot looks industrial - to me.

Not too keen on the tree - the leafy bits are a bit 'bunchy', although an autumny atmosphere is in the map, perhaps you intend to add to this yet?

Nice church windows

g1, keep it up

kamikazee
24th November 2005, 09:07
BTW: Is it just me or does the first screenshot show a "missing model xyz axis set"? (See the blue and green line there)
This is probably fixed, but I just want to make sure. :nag:

[]v[]
24th November 2005, 11:54
Ey up Mrfin..

Cheers for dropping by and checkin it out. Your right about the Scottish influence. I used the piccy of a croft for the final look of the small house. And after a lot of visits up there, thats what inspired me to make a map for et. It had originally been a summer map but after popping up there a couple of weeks ago, it changed too autumn. Now if I could only get my hands on a decent leaves on ground texture with alpha channel that would be great and break up the ground a bit. All my attempts at makeing one have failed.

rusty works

Anything specific. I agree it does need some clutter scatterd around the place.
The trees will probably be adjusted a few times yet. I used the modelscale_vec to change the shape of the foliage to get a different look and thats why they look bunched up. Im gonna try some different foliage models to see which looks best.

Im working on the tunnel section at the mo, through which the allies escort the tank to get to the castle after blowing the entrance doors ( includes traffic light ). Some vis problems as i connect it to a section of catacomb. But mainly just adding detail.

Watch this space as I'll add some pictures as I progress.

kamikazee : Well spotted mate. nearly right its an objective left over from when i originally set up the map. You win a prize.. a ..er.. em ... box of pg tips.

FriedByte
24th November 2005, 15:06
This map looks amazing. I can't wait untill it comes out, I'm sure a few servers will run it.

redRum
24th November 2005, 17:11
Great looking map indeed.
These screenies look pretty promising \o/

Also keep the good work with the tree models. Usually having some relevant custom models makes your map more unique.

EB
24th November 2005, 17:31
Also keep the good work with the tree models. Usually having some relevant custom models makes your map more unique.

They are default models used creatively.

R3ap4r
25th November 2005, 11:01
Map looks really cool judging the first screenies, nice trees and love the church glass.
Good luck with this one,gonna follow it.

:clap:

Brevik
25th November 2005, 15:44
The map looks really nice, with some really well done realistic looking terrain and the buildings look great too.

Kind of reminds me of some of the villages in Morrowind for some reason...

[]v[]
26th November 2005, 11:05
If he could somehow convert the map to an SP map

I have considered converting this too COD2 once Iv completed this. It does have single player and it has crossed my mind. But a great deal would have to be added for this to work. For the moment Im concentrating on completing this. And anyway unless you complete a level on one life, you will always be reborn, thats the great thing about games, they dont actually kill you, unless someone beats you over the head with the box that is. Try the mp its fun. Have a :beer: on me!

kamikazee
26th November 2005, 11:13
*OFF TOPIC*


You are absolutelly right the screenshots above are FANTaSTIC!!!!!!!!

But I still hate MP modes, I played them YES, it's for some people, but not me. the Idea of respawning is pure rubbish. I am not Jesus, least I don't think I'll respawn back from the dead.

If he could somehow convert the map to an SP map, it would be FANtastic. Wonderful looking map, even if it's a MP mode.

The Norman -style tower is really eye catching.
I'm not going to complain on your thoughts of an MP game, but maybe there's an MP mode that doesn't allow a team to respawn immediately but only after the round is done? (Like CS)
I believe it can be done with LMS, or giving each player only 1 life in any other gametype.

And actually, in SP you can reload, so this can be considdered a form of spawning as well.

Anyway, I can only hope you find something that suits you, and have fun!

* END OFF TOPIC *

@[]v[] :
I haven't played CoD2, nor mapped for it so I don't know how the entities work in that game, but you can at least reuse the .map file.
Setting up the SP script will be the hard part to get it just right, placing bots in a natural way is not as easy as it sounds.

[]v[]
26th November 2005, 11:35
Setting up the SP script will be the hard part

Dont you mean the fun part. I know were waiting on the release of the the new radiant.
As you say the main hull of the map should transfer fine and then re-texture, and a few cod2 entities a bit of salt n pepper and et voila baked map! havnt messed with single player since the zx81 so i guess things have moved on since then.

Sauron|EFG
27th November 2005, 11:31
Looks really nice!
I especially like the terrain and the layout of the village. The indoor screenshots are a bit dark though.

[]v[]
2nd January 2006, 23:33
Here are some new piccies of my map, showing the tunnel section and some routes in. Only the castle too finish off. Spawns all in place and working. Escort the tank too the castle past two barriers, the first barrier is the entrance too the tunnel and the second is the entrance too the castle. Three spawns, 1 in the castle, 1 in the village and 1 in the tunnel which can be fought over until the Tank blows the main doors on the castle (to enable access too objectives) at which point attackers (allies) have it till the end of the map. Thanks too EB for letting me use one of his spawn scripts, which dropped in like a lego brick, and works a charm. Cheers!

http://img263.imageshack.us/img263/2056/20060102220519bbb47hc.th.jpg (http://img263.imageshack.us/my.php?image=20060102220519bbb47hc.jpg) http://img263.imageshack.us/img263/8108/20060102220615bbb43jr.th.jpg (http://img263.imageshack.us/my.php?image=20060102220615bbb43jr.jpg)http://img252.imageshack.us/img252/3784/20060102220949bbb40kp.th.jpg (http://img252.imageshack.us/my.php?image=20060102220949bbb40kp.jpg)http://img252.imageshack.us/img252/9161/20060102221142bbb42ti.th.jpg (http://img252.imageshack.us/my.php?image=20060102221142bbb42ti.jpg)
http://img252.imageshack.us/img252/5471/20060102221502bbb48ql.th.jpg (http://img252.imageshack.us/my.php?image=20060102221502bbb48ql.jpg)http://img252.imageshack.us/img252/9715/20060102221526bbb44jn.th.jpg (http://img252.imageshack.us/my.php?image=20060102221526bbb44jn.jpg)http://img252.imageshack.us/img252/5290/20060102221557bbb42no.th.jpg (http://img252.imageshack.us/my.php?image=20060102221557bbb42no.jpg)http://img252.imageshack.us/img252/2879/20060102221617bbb42nj.th.jpg (http://img252.imageshack.us/my.php?image=20060102221617bbb42nj.jpg)
http://img252.imageshack.us/img252/4531/20060102221709bbb49jl.th.jpg (http://img252.imageshack.us/my.php?image=20060102221709bbb49jl.jpg)http://img252.imageshack.us/img252/6338/20060102221721bbb40uu.th.jpg (http://img252.imageshack.us/my.php?image=20060102221721bbb40uu.jpg)http://img252.imageshack.us/img252/5821/20060102221801bbb41jy.th.jpg (http://img252.imageshack.us/my.php?image=20060102221801bbb41jy.jpg)http://img252.imageshack.us/img252/8926/20060102224213bbb46fk.th.jpg (http://img252.imageshack.us/my.php?image=20060102224213bbb46fk.jpg)
http://img252.imageshack.us/img252/6931/20060102224423bbb42us.th.jpg (http://img252.imageshack.us/my.php?image=20060102224423bbb42us.jpg)http://img340.imageshack.us/img340/3672/20060102224446bbb49xl.th.jpg (http://img340.imageshack.us/my.php?image=20060102224446bbb49xl.jpg)http://img340.imageshack.us/img340/7619/20060102224652bbb47js.th.jpg (http://img340.imageshack.us/my.php?image=20060102224652bbb47js.jpg)

With this many piccies I could quiet possibly bring this out in jpg format, but it would be a terrible strain on the wrists. As always comments welcome. Still on target, hope too have this ready for some testing in a month. Just got to decorate the castle.

Cheers ..... []v[] .....

Pytox
2nd January 2006, 23:49
Nice! I hope u got a decent FPS on it :)

Higgins
3rd January 2006, 00:37
I think your map could even rival half life 2, certainly the ravenhome missions! I cant wait to get this on my server. Good work.

here
4th January 2006, 12:40
very nice work.
This map look's very beautifull
I m impatient to play on it !

[]v[]
7th January 2006, 15:11
Ta for the comments.

Yes Pytox i hope i do too! heres a pic with the stats in, i beleive these figures are ok.
But maybe someone with more experiance could tell me otherwise. This scene contains
the highest figures as axis defend the tunnel entrance. All other areas are well below this.

http://img499.imageshack.us/img499/2695/20060107145517bbb48ab.th.jpg (http://img499.imageshack.us/my.php?image=20060107145517bbb48ab.jpg)

verts were originally on around 28k in this scene, before optimising. Will come down more before I'v finished.

VoYthas
26th February 2006, 20:37
Oh my God! This map ROCK!

Impressive!

Aborted
27th February 2006, 00:22
very nice map indeed

kamikazee
27th February 2006, 11:05
Not that I want to spoil you enthusiasm, but that discussion was ended in November. :D

Loffy
27th February 2006, 12:03
Lots of hot lead will be fired in that environment yes sir!

Aborted
27th February 2006, 12:06
Not that I want to spoil you enthusiasm, but that discussion was ended in November. :D

rofl, i didnt even notice the date. Thanks for the heads up.

[]v[]
4th March 2006, 17:06
Hi peeps heres my map done as far as i know. Hope you enjoy it..
Sorry about the command map but its the best i can do..


************************************************
*********** Castle Attack Beta 1.0 **********
************************************************
Enemy Territory Multiplayer Level

Release Date: 04/March/06
************************************************
file : castleattack_b1.pk3
author : []v[]
email : castleattack@mannsreality.co.uk
************************************************
Construction :

editor : GTK Radiant 1.4 and 1.5
programs : Terrain generator, easygen, Terragen
build time : too long

************************************************
Installation :

castleattack_b1.pk3 : goes in the "/etmain" folder

************************************************

Scenario :

Axis forces have set up a secret base in a castle in
the french region of Loire.Steal whatever documents you
can find and steal the radio parts to enable you to
transmit the documents. The radio is located in the village.

A group of Allied soldiers have been air-dropped into the
village, they will hope to gain the radio parts and documents,
then repair the radio and transmit the documents from the
damaged village radio.Defend the castle at all costs. And
prevent the allies from transmitting the documents.

************************************************

Objectives :

ALLIES :
******

- Destroy the first tank barrier.
- Destroy the entrance to the castle.
- Use the tank to destroy the memorial.
- Capture the radio parts.
- capture the secret documents.
- capture the forward spawn.
- Build the command Post.

AXIS :
****

- Build the first tank barrier.
- Build the second tank barrier.
- Defend the memorial in the castle.
- Defend the radio parts.
- Defend the secret documents.
- Defend the forward spawn.
- Build the command Post.

************************************************
Thanks :

- Splash Damage for making ET and the SD forums and search button.
- EB's spawn script and objective script, modified to suit.
- MrFin and Loffy for feedback
- gollums modified skeleton pack.

************************************************

http://img314.imageshack.us/img314/1014/20060304173850castleattackb17c.th.jpg (http://img314.imageshack.us/my.php?image=20060304173850castleattackb17c.jpg)

http://img407.imageshack.us/img407/9124/20060304173939castleattackb19d.th.jpg (http://img407.imageshack.us/my.php?image=20060304173939castleattackb19d.jpg)



Beta 2 Coming soon ....


http://img293.imageshack.us/img293/5886/20060308184920bbb42hp.th.jpg (http://img293.imageshack.us/my.php?image=20060308184920bbb42hp.jpg)

kamikazee
4th March 2006, 17:07
Aha! Gonna try it out immediately!

Pytox
4th March 2006, 17:10
yeay finally :), i'm going to try it out!

kamikazee
4th March 2006, 19:11
Some remarks: large parts of the map seem to dark. The castle courtyards and parts of the tunnels for example.

Then there are lots of paths and tunnels. It might be a good idea to look at multi-level command maps so you could mark all tunnels on the command map without too much cluttering.

The jail doors are quite hard to open, you need to press use when you're cursor is over a iron bar. I sugest to try a playerclip brush over it which gets included into the func_door_rotating entity.

And my last comments (can be considered whining) :
-The tank drives onto the final courtyard, circles around the memorial stone and then turns around to shoot the stone instead of just firing when it arrives onto the courtjard.
-The objectives (documents and radio parts) are stowed away in a dungean secured by bars. Whilst it is logical in terms of gameplay that they can't be reached untill the tank blew away the stone, those bars seem to get blown away out of nothing. No TNT, nothing.

In the end, it seems a fun map. I should see how well it works out on a more crowded server, I guess it takes quite a while to secure the documents AND the radio parts.

PS: Nice secret reference to another game. ;)

[Cerberus]
4th March 2006, 20:17
Um, Great map, Great frames, my only complant is its too big. I love all the detail i love the cave and everythings is visually awesome. But again the map is too big. And in some parts its really hard to know ehere you are, such as the sewer it al looks the same.

Codename Ty
4th March 2006, 21:24
Great job []v[], very well done! I really like the detail that went into the map. It's breathtaking to look at. I just played through it and was very impressed, looking forward to more of your projects and to putting this map through it's paces even more so.

We're putting it on the server right now.

The IP is 70.84.83.204:27960

You can find the rotations for the server at http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14059 .

Suggestions are welcome.


Once again, very well done. :drink:

[]v[]
4th March 2006, 22:31
@ kamikazee . points noted , about the bars, i had too prevent an early end to the map, this was a must. the bars are a little rusty and when the memorial blows they give way.. mmm thats the best i could come up with.
PS: Nice secret reference to another game it is a good secret, even i dont know it! lol been doing this map that long i cant remember. some stuff btw ativates away from the player :???: .. .

@ [Cerberus] funnily enough i was expecting the opposite, the map on the x,y is half the size of fueldump. but i know what you mean, what can i say i love exploring, i wanted enough room for cov-ops to infiltrate the castle and suss out defences.

@ Codename Ty , cheers mate, nice rotation.

[]v[]
5th March 2006, 12:44
I'v noticed that when the map runs on a server the mxrock texture appears a lot lighter.
Has anyone else noticed this. Its the main texture in the cave and on the tips of the hills. nothing major.

http://img117.imageshack.us/img117/2353/20060305112324castleattackb14z.th.jpg (http://img117.imageshack.us/my.php?image=20060305112324castleattackb14z.jpg)

http://img117.imageshack.us/img117/8171/20060305112457castleattackb14g.th.jpg (http://img117.imageshack.us/my.php?image=20060305112457castleattackb14g.jpg)

kamikazee
5th March 2006, 14:13
Is it a custom texture?

[]v[]
5th March 2006, 14:32
no its mxrock, seems too lose colour and definition, im thinking its a server setting.
How does it appear to you kamikazee .

kamikazee
5th March 2006, 14:47
Castle Attack Terrain in ETPro (http://users.pandora.be/jtc/pictures/CATerrain.jpg)

die die
5th March 2006, 15:24
nice map
found a couple of bugs for you assuming its still the b1 version that is the newest

http://www.student.uit.no/~paalde/games/aw/datas/users/373-castleattack.jpg

[]v[]
5th March 2006, 15:47
hi die die, is that leaning into patches? if it is i presume i could clip those and prevent it.
edit ... no its not leaning it it? if you know some of your settings i could try and recreate this to help fix ta.

@kamikazee , thanks , i cant load my map into etpro for some reason, or any map ! but if your doing that as local only then its something to do with et-pro. if you have a clean et for testing and run under etmain i'll presume it goes to the origianl setting. investigation continues ....

die die
5th March 2006, 16:00
only one of the pictures is leaning the rest is jump thru
and its all in the same area

edit:

if you want my script pm me with ur email

edit: i had some serious problems on ur walkway(first 2 pics) it made me go straight into the wall

die die:)

kamikazee
5th March 2006, 16:12
v[]]@kamikazee , thanks , i cant load my map into etpro for some reason, or any map ! but if your doing that as local only then its something to do with et-pro. if you have a clean et for testing and run under etmain i'll presume it goes to the origianl setting. investigation continues ....
I made a small script to search trough all my pk3's, and ti seems that the "Stargate 1945" map has an "mxrock" texture which is brighter then the one in pak0.pk3.

EDIT: It's at least that map causing your problems. Maybe there are others as well.

[]v[]
5th March 2006, 16:22
Cheers die die, i see now, i think i'll replace those curves with brush work, either that or buy you a new pc. ta!

cheers kamikazee i'll check that out..

edit ... yes that was it. easily fixed. placed original texture in my custom texture dir and changed shaders accordingly. your a star i owe u 1.

allanon
5th March 2006, 17:23
I have some suggestions to make on the overall gameplay.

1) The Radio transmitter house is too far of a walk for no apparent reason. Perhaps you can move that house to the curve in front of Tank Barrier 1. Or even better, move it to that little square area by the side entrance pathway. You know, that little area with what looks like the remains of an old building.

2) The passages in the Castle are DARN confusing. The dungeons and the upper rooms.

3) In the castle, there is a ladder that goes up into an empty room. Once you go up, it's extremely hard to go back down the ladder...it seems like the square of space surrounding the ladder is way too small.

4) I agree, many areas are too dark (like in the castle courtyard and around the church.

5) Yup, the gates in the dungeon are quite hard to open

6) Once I grabbed the radio parts, it was difficult to find the way out of the dungeon...

7) Once the tank moves to the memorial, it takes quite a few tank moves before it gets into position..it seems to do a bit of a dance there.

8) That stained glass looks great...too bad no action really happens in that church.

9) It would be great if Allies could also get on the hills in front of Tank Barrier 1. As it is, it seems axis have too much of the height advantage and a very close spawn at TB1. Perhaps lettings Allied snipers on the hillside will balance it more.

Overall quite a good map i think

Allanon

[]v[]
5th March 2006, 17:42
hi allanon , thanks for the feed back, i clipped the hill too stop any advantage being gained from using the hill by either side( i didnt want hilltop tennis to break out ) the idea is for allies to come around the axis using the tunnel where the axis take longer too reach the end of the cave ( via the stair-well or hut). but i'll wait to see how it works with a few people in. ta for the other points i'll look at them all this week.

allanon
7th March 2006, 03:45
Ok another update [v]

Some of this might be repeating my prior post, these are just my thoughts after playing it for the 3rd time on a full server.

I've played it at Lemmings United (18vs18) 64.60.6.86 and I must say that the game moves pretty well up to the castle. Then it stalls there because it's quite impossible to grab the parts and make it out of the dungeon alive, then run ALL the way back to the first spawn. Getting into the dungeon isn't too bad, it's getting out :) After a few firefights, you lose your way in that dungeon and end up walking into the axis spawn with the radio parts :)

Also, at the top of the castle (you have a ladder that goes up the side, and Axis can get over the porticullis facing Allied Tunnel). Well, the Axis can get up on those hills on the right and come into that Allied side entrance area. Not bad at all, it would be nice if Allies could get up there too, otherwise, the Axis sit up there and shoot down on the Allies trying to get into the side passage...would add a third way that Allies can get into the castle.

In the castle, there are plenty of long narrow corridors, perhaps remove/super widen some of the corridors and make it more like a "great hall" to go through. But maybe you like narrow corridors :) I dunno, that's just my personal preference, I didn't see anybody complaining about the corridors.

I did see several complaints about the darkness of the map in some places where players couldn't tell if they were shoot an Allied or Axis. But most of the map is lit pretty well and maybe that was in your design to make areas super dark. I personally can't play the map without turning my brightness up.

It's quite a neat playing map though, some of the areas are pretty fun to attack. Many compliments on the map from the players.

kamikazee
7th March 2006, 09:13
Also, at the top of the castle (you have a ladder that goes up the side, and Axis can get over the porticullis facing Allied Tunnel). Well, the Axis can get up on those hills on the right and come into that Allied side entrance area. Not bad at all, it would be nice if Allies could get up there too, otherwise, the Axis sit up there and shoot down on the Allies trying to get into the side passage...would add a third way that Allies can get into the castle.
I've walked up on allmost all hills around the map.
Allso note that there's a small cabin on the other side of the hill you're describing. There's a ladder in there, coming from the sewers. You can allso get up there if you get on top of the concrete structure with the capturable spawn in it. Then run on the hills in the right corner, and you'll be at the cabin.

I've noted quite some off-scale things as well, including ladders being quite wide and doors too narrow. Whilst this is a graphical annoyance, it doesn't hurt gameplay all the time except for those few narrow doorways.

[]v[]
7th March 2006, 11:02
Update :

-Tunnel curves removed and replaced with brushwork.
-Tower room access improved
-Dungeon gates improved access
-dancing tank has new dance. !
-wrong texture in cave and on hills fixed
-Bell continuously ringing fixed

Next i will improve access through castle hallways.
Lighting should have originally been a bit lighter but my lightmap was getting bloated up to 20 + mb, tried ambient doesnt look so nice, but it will be improved its just getting the balance right.
Any chance of some demos with a few people in so i can see where the problems are.

just a note. there are 4 ways into dungeon and three out. Im just wondering if people are trying to get in through the sewer where there is an axis gate (need uniform).
Maybe when the routes have been learnt it could improve. escaping with objectives would be best through sewer or north passage stairs. Radio parts are very near the sewer gate. and docs v near north stairs. i might knock up a little map today. to show it clearly and help peeps show me where they think the problems are. i'll just go and fined my crayons..

cheers for all feed back much welcomed. ........... []v[]


edit : just played with a few peeps, a lot of lost people, but i can see the frustration at getting to the objectives before tank has blown. i may well remove these bars, even if they're grabbed early they still have to be returned through enemy lines. 1 major bug, the church bell continually rings, this isnt supposed to happen and is annoying as hell.(fixed).

Loffy
7th March 2006, 13:31
Regarding the fact that people get lost: I think it not specifically tied to your map (which looks like a awesome, cool and beautiful map). I remember when I released Berserk Te, that old map. People got soo lost and commented about it strongly. Today, the map is almost not played anymore, but it is still in use on some servers. The "labyrinth-feeling" and the comments are gone. All find their ways. Players run back and forth like they live there. Same goes for that other labyrinth map of mine: Darji2.
having said that, I try to put signs in my maps. Signs that tell the players where to go and stuff. Do you have signs in the dungeon? Or do you signs will take away the dungeon-feeling?
//L.

PS One great looking map.

[]v[]
8th March 2006, 14:52
Cheers loffy, i've put a few signs around, not too many. fixed the bugs and increased lovlyness by 25%. Gonna compile now should be ready tonight. No gameplay changes, i'v decided too stand by my original design.

I remember when I released Berserk Te, that old map. People got soo lost and commented about it strongly.
That was the best part of that map, searching for the nook and crannys. I guess people just look for different things in a map.

(which looks like a awesome, cool and beautiful map)
(passes loffy a £5)

Thanks for all feedback, i'll put in a full change log.

Loffy
8th March 2006, 15:33
"-I remember when I released Berserk Te, that old map. People got soo lost and commented about it strongly."
-"That was the best part of that map, searching for the nook and crannys. I guess people just look for different things in a map."


About doc carrying maps: There are always the kind of player out there that likes to work more or less alone. A player who logs on, select medic or F.O. and go for the docs. This player wants small hideouts and corners behind crates, to hide in. Just like there are some players who enjoy playing sniper almost all the time. Personally I prefer playing the doc carrying role, or the role of the hero engi (i.e. Caen, last phase when the tank must reach the final position. Lots of allied lead in the air in that area.)
//L.

[]v[]
8th March 2006, 15:58
if i had fav it would have to be cov-ops. trying to look nonchelont while wearing someone else's pants, or the most risky tactic of being an allied cov-ops say and walk amongst the axis while trying to impersonate an axis cov-ops in disguise lol, youd be surprised how often it works.

stebbi67
9th March 2006, 14:04
Really nice work. There has been put allot of work in to this map :)

One comment though, go easy on the tunnels. I'm looking for a new map to replace ROP River because I'm tired of "Where to" when people are getting lost in the tunnels. The tunnels in this map will generate a lot of "Where to" so I have to pass on this one, sorry. Else I would have used it because I really like it.

[]v[]
9th March 2006, 14:46
http://img293.imageshack.us/img293/5886/20060308184920bbb42hp.th.jpg (http://img293.imageshack.us/my.php?image=20060308184920bbb42hp.jpg)
Bob the tour guide! has been hired
Dont worry defo no more tunnels.

Loffy
9th March 2006, 15:20
Yes, that is the way to solve it. Time-consuming for the mapper but the endresult is a higher quality and a stronger replay-value from the players' point of view. Signs are a must in labyrinth:ish maps but they must fit in with the map's athmosphere. I think the screenshot is very promising.

allanon
9th March 2006, 21:10
I've sent you the link to a demo I made on the map []V[]. You'll see that plenty get lost in the tunnels...some guy walked around with the parts for like 3 minutes in the tunnels and ended up walking into the axis spawn :) :)

Allanon

[]v[]
10th March 2006, 00:28
Okee Dokee, heres beta 2.0

change-log
- dungeon doors easier too open.
- Signs in dungeon and sewer for lost souls
- stopped bell from looping
- correct textures in cave and hill
- improved lighting
- removed curved walls and replaced with brush-work
- access improved in tower room
- clipped and corrected some brushwork
- some scaling on doors and ladders changed
- removed a tree and some bushes in main area.
oh and unlocked the door in cave for allies to aid flow.
Cave should look a lot better now.

Beta 3 coming soon

Mainly cosmetic changes, but hopefully enough for this map to be accepted.
Concerning the getting lost, i think if people have a couple of looks round this map it's easy enough too learn.
The distance to the radio aint that far and i'v seen other maps with a similar distance to go with objective.
ta for the demo allanon , hopefully the signs help a little if someones new too the map.
Sorry if i didnt implement anyones suggestions. You can say i told you so later. :blah:
Thanks to the people putting this up on ya server, I'll meet you all in the castle pub for a round, by the way that pub/bar exists.
seeya round ............... []v[]

http://img445.imageshack.us/img445/1883/20060309214902bbb46dg.th.jpg (http://img445.imageshack.us/my.php?image=20060309214902bbb46dg.jpg)

http://img323.imageshack.us/img323/1930/20060309220307bbb47wn.th.jpg (http://img323.imageshack.us/my.php?image=20060309220307bbb47wn.jpg)

stebbi67
10th March 2006, 12:38
Just to keep one thing clear, I like this map ( except from the tunnels ), I like the fact that someone ( []v[] ) really put a lot of effort to make a nice map like this. I really do. I like everything about it except the tunnels.

Now to be honest regarding tunnels, there are not many people that find it fun to run around in them signs or no signs.
For example if a player is on a server where he has to download a new map, that player will probably not be very impressed with the map if he is running around in tunnels looking for where the fight is.
If a map maker wants to have tunnels in his maps make them really simple.
It is not often that one starts an own server or log in to an empty one to try to learn how a tunnel system is build up. I know that this looks so simple for the person who made the map but for us simple players well it is not so obvious.

I hope that I did not insult anyone, but I should have said this long time ago.

[]v[]
10th March 2006, 13:32
Hi stebbi67, no worries your not insulting it or me by saying you dont like aspects of this map. This map was a learning process for me too understand how to make a map for et from start too finish. I only posted shots of it when it was nearly finished so you couldnt have influenced the design. I made a design and stuck too it. I have made maps on countersrike where i changed the layout as i went along, needless too say it ending up being a mess. I think i can safley say people like the look of it as you said yourself, but some are having problems with aspects of playability. In the end some maps work some dont. We'll never know unless we try em. When i started this map i understood that it might not even get played at all, but that doesnt matter, because i enjoyed making it and i'v learnt a lot, plus its kept me out of trouble! TBH i thought et would be dead before i finished this. At the moment not many people are even using the tunnels. If they did , taking the objectives would be easy, i'v tried it, most people just run through the main castle gate. Once people start using the the sewer entrance , axis will have too start learning too defend it. But im not being stubborn, i just want to give it a decent period of time and if there is enough interest and someone can come up with a great way of changing it so as too improve it, then im willing too do that. As you may of noticed it is free but feel free too contact the complaints dept who will give you a full refund. (jokin)
I have too say the best insult that i have so far was " if i ever find out who made this map i'm gonna strap a bullet proof vest too them and shoot 'em in the head" lol you gotta laugh.. :D

stebbi67
10th March 2006, 15:09
Well I'm glad that you take it this way and you are right you should stick to what you done, it is impossible to please everyone. You are really good at what you do so I'm looking forward to the next map that you will make, you know the one with out the tunnel system :D

If you want to shoot me then you can join us to night on our public server. There will be 90% of players from Iceland and Sweden so you will probably be stuck between he he he. Just a hint I'm in the SS team.

[]v[]
10th March 2006, 15:32
you know the one with out the tunnel system :D rofl
at least thats early enough for the next map.

If you want to shoot me then you can join us to night on our public server Gladly If you dont mind feeling my steel on your throat.

stebbi67
10th March 2006, 17:01
Gladly If you dont mind feeling my steel on your throat.

We will see about that :skull:

More info http://stebbi.homeip.net/ss/ss.html ( still in the making )

Shaderman
10th March 2006, 21:00
Very nice and detailed map but I don't like all those tunnels, too :) After 30 minutes running around I've maybe only seen half of the map (damn, it's huge!). Some things I noticed:

There are lots of lights without any light source (lamps) which doesn't look realistic. Example:

http://img80.imageshack.us/img80/5817/shot00436mb.th.jpg (http://img80.imageshack.us/my.php?image=shot00436mb.jpg)

Some brush sides of this rail still seem to be caulked:

http://img130.imageshack.us/img130/238/shot00441di.th.jpg (http://img130.imageshack.us/my.php?image=shot00441di.jpg)

Looks like this door opens in the wrong direction:

http://img452.imageshack.us/img452/8245/shot00456cm.th.jpg (http://img452.imageshack.us/my.php?image=shot00456cm.jpg)

This bumpy floor doesn't look realistic IMO (nobody will ever build something like it):

http://img110.imageshack.us/img110/8685/shot00463gg.th.jpg (http://img110.imageshack.us/my.php?image=shot00463gg.jpg)

My head swims after walking this stairway (too many stair windings and not enough room to move smoothelyIMO) :

http://img110.imageshack.us/img110/8369/shot00492tv.th.jpg (http://img110.imageshack.us/my.php?image=shot00492tv.jpg)

Shaderman

allanon
10th March 2006, 21:42
I agree with Shader on the last two pics. That bumpy floor sure is wierd when you're riding the tank....a bit odd but not detracting from the game. The stairway there is quite crazy, something like 4-5 loops and it's dark as hell...not terribly bad but I'm not sure the # of turns can be touted as a "feature" :)

The dungeon looks too much like 1 color..the color of blah. I think it's not enough contrast or something. I can't put my finger on it. I suppose dungeons are supposed to look that way though. It is possibly due to the lighting...maybe not dynamic enough (everything seems lit the same way)

I've also noticed that nobody seems to use the tunnels..perhaps make the location of them more noticeable. The tunnel system is actually quite well done and looks great I think...it's a shame nobody has been battling in there. I love how you formed the rock outcroppings.

I still see a bit of a holdup at the Allies Bunker position because of Axis running around the hills. They're able to arty the Allies exit pretty well from up top...2 fdops can kill most Allies leaving the spawn there. So I'm running out of the Allied spawn and getting shot at from both sides of the hill+on top of the porticullis + the tank courtyard+Axis on top of Allied bunker+arty. A simple fix might be a ladder or wide stair to the top of the Allied Bunker.

You know what might be interesting is if you can run OVER the entire bunker from TB1 all the way over to the Allied spawn exit. Kind of like that middle area in Over the Top. This allows Axis to get back to defend parts and allows Allies a wide alternate route to get out of the spawn. Could also add some interesting Covert Op opportunities. A battle over the bunker would be kinda cool, perhaps even put the tunnel entrance there somewhere. This would give the Axis a chance to get the parts back once they've left the Castle. Right now, as soon as parts leave the Castle, it's pretty much home free.

Beta 1 is still running well on the server...people love the map, it's the ending that they don't particularly enjoy. Great design on the first part, Axis are starting to counterattack Allies into the first spawn so we're getting nice battles in the first area village. I agree, don't change anything there.

[Cerberus]
10th March 2006, 22:03
This bumpy floor doesn't look realistic IMO (nobody will ever build something like it):

I have to disagree I like the flow of the floor and have seen in many times in floodable areas.

You might see this floor in dams but they do have multiply grates at each level.

Shaderman
10th March 2006, 22:17
nobody will ever build something like it
Addition: ...in a place like this :beer:

[]v[]
10th March 2006, 22:36
thanks shaderman i'll note all those for the future.

hi allanon,
You know what might be interesting is you can run OVER the entire bunker from TB1 yes maybe a little tunnel on the roof going through hill.

Right now, as soon as parts leave the Castle, it's pretty much home free. the idea is that axis can leave the castle through the dungeon gate in the sewer, through the cave into the village, maybe lie in wait , maybe plant some mines or maybe just set up camp. i purposly left an access route for axis to enter village. With no allies in sewer/cave it should be a breeze, plenty of places too hide. Possibly some kind of direct access too sewer for allies would help. maybe if i make em spawn there and force em in lol (jokin).
There was an incorrect texture on dungeon ceiling so beta 2 fixed that, may look better too you now. nice too hear changing tactics as people learn the map.

Shaderman
11th March 2006, 09:14
There are 3 thumbs.db files from your pk3 which Windows creates for image previews. You don't need them in your pk3 :) They're located in models\mapobjects\Skeletons, models\multiplayer\secretdocs and castle\textures\ken.

[]v[]
11th March 2006, 11:59
If anyone wants to suggest another route to add you can use this pic too show me..
http://img164.imageshack.us/img164/7789/castleattackb2cc0xg.th.jpg (http://img164.imageshack.us/my.php?image=castleattackb2cc0xg.jpg)

Heres a possibility a couple of passages where the yellow is.
http://img164.imageshack.us/img164/5323/whatif4lu.th.jpg (http://img164.imageshack.us/my.php?image=whatif4lu.jpg)

also maybe if i made the sewer gate destroyable by either satchel or dyno.

allanon
11th March 2006, 21:02
Here's the tunnel access idea. From the top of the bunker, Allies can enter the existing tunnel found in the 1st spawn. Axis also have another chance to get into the tunnel through the top of the porticullis. So if the docs get stolen, Axis can run into the tunnel to try to retrieve them. Allies, if they can fight back the Axis can take over the top of the Porticullis.

Also, it might be good to move the ammo cabs over to the side exit of the allied spawn, not that front gate.

A Dyno plant on the grate sounds good, that way Allies can't sneak in too early without teamwork.

I didn't know where the original tunnel was so I guessed it, the new tunnel would merge with it.

http://www.immwholesale.com/castle.jpg

[]v[]
11th March 2006, 21:39
cheers allanon,

From the top of the bunker, Allies can enter the existing tunnel found in the 1st spawn i may of misunderstood you there because i think you can already do that.
A door in bunker spawn - a set of stairs leads too the cave.
http://img117.imageshack.us/img117/6943/spawn2ix.th.jpg (http://img117.imageshack.us/my.php?image=spawn2ix.jpg)
A is the bunker and stair-well down to cave and sewer etc
like i said i may have misunderstood. maybe you mean an extra route more direct.
I think i will remove the wall at the bunker to reveal the stair-well and make it obvious.
maybe another route from the main tunnel directly out side spawn into cave. will do the same thing but help less adventourous et'rs. keep suggesting, we'll have this lookin like swiss cheese lol.

allanon
11th March 2006, 22:02
You understood me exactly :) Heheh, yah, it is not obvious at all because I've never seen it and I've played this map about 20 times already :) I didn't know there was a route into the caves there. Maybe you can make it more obvious by putting it on the first floor of the spawn. Like a huge blown out hole in the wall with contruction signs. Basicaly have the premise of "unfinished Axis work" or make it a dynamite objective to access the sewers. If you want to make it more interesting, add another Axis spawn in that side path area of the Castle. Then, there will be a fight to dynamite that wall. Once the wall is dynomited, The Axis spawn is removed and Allies permanently own the forward spawn. This would make a pretty nice fight in that cool looking bunker. If you decide to add a fight to the bunker, it'll probably need more structures/boxes, crates..extend that railway all the way front and back and add a walkway going side to side (you can have axis enter here as well to defend dynamite wall and later allies can use it as the side exit and roof access), etc.

I dunno but make it large and noticeable as allies exit their spawn because I haven't seen anybody use it. Only a few people I've seen run all the way back to the 1st spawn to go into the tunnel :)

I still like the idea of getting on top of the Allied spawn to give the front/side exit people a little more leverage against the height of the castle. The side exit would be great as long as it's far back enough from the front gate that the axis can't see you using it until you get onto the side of the hill.

It would be good if Axis can rejoin the tunnel somewhere aside from the dungeons. An entrance somewhere around the porticullis since that's where most Axis seem to hang out. Would make the trip back to the radio transmitter more exciting once you've outrun the people in the dungeon. Kind of like in Radar, if you grab the parts and go throug the side entrance, Axis have 1 more chance to get the parts back at the truck.

So far with Beta 1, it seems like the first part past TB1 and capturing the spawn takes about 10 minutes, going through the bunker with the tank takes about 1 minute since there's no resistance. Then about 10 more to move the tank into position. The remaining 25 minutes are spent trying to get the docs. The 25 minutes of this is too long, about 10-15 minutes in the final stage might be better. So stalling the action in the bunker for 5-10 more minutes will keep players from getting bored.

[]v[]
11th March 2006, 22:39
I didn't know there was a route into the caves there. or any1 else. With people struggling to find normal routes, at this rate it's going to be years before anyone discovers the secrets of the clock, tapirs and hidden pictures in glass stained shadows. oops.

Like you thinking about the castle gate route.Could be short. possibly where that guard hut is. That should bring em near the CP. anything that helps bring axis up to the village as that was the idea. cheers
Oh yeah the times need sorting i think defo too long on last part, maybe just shorten map time by 10 mins.

kamikazee
11th March 2006, 22:45
I believe I've discovered allmost all pathways when playing locally.

Having a good command map with all tunnels on it could help imo. As I said before, a multi-level command map might help to keep things clear.

allanon
11th March 2006, 22:51
AHA!!!!, secrets in the map, nice :)

I just edited my post to add some comments on the bunker so I don't know if you read that.

And wth is a multi-level command map...there is such a thing?

[]v[]
11th March 2006, 22:56
a multi-level command map might help to keep things clear. ablsolutley right kamikazee , i didnt ignore your suggestion, its just that i cant do it, i'v tried and failed several times, im a psp noob, are you volunteering? i know it would make a big impact but my brain lost a few cells in that bar over the years.

Juno_Who
13th March 2006, 19:22
Thanks for the great addition to ET maps []v[]. We just got done playing it with 62 players on and the only complaints were from a few CRT monitor players who had to adjust their gamma up as high as 2.4 just to see to play. It could stand some better lighting and hopefully you intend to do that in the final version.

BTW Allies won both times (I did a restart) and didn't get lost in the tunnels.

[]v[]
13th March 2006, 21:01
Hi Juno,
Cheers for givin it a go, Im working on an update now, Youll need sun-glasses by the time i'v finished with the lighting. Have already givin better access to the cave. and removed sewer gate. And I'm seriously considering making this duel objective, giving the axis something to blow up in the village. Love your server juno, always there when i can.

seeya round ..

Juno_Who
13th March 2006, 21:12
A dual obective version of Castle Attack would rock and we would be quite happy bordering on thrilled to do any beta testing for you.

Making it dual would ensure that no "bottlenecks" would happen where the whole Axis is facing Allied in an arty/panzer fest. You already have multiple routes in place so not much more would be needed.

We eagerly look forward to the next version and will continue to have castleattack_b2.pk3 in the rotation until then.

Thanks for making a great map.

[]v[]
13th March 2006, 21:13
What do want too blow up then?

Church
Tower
Radio
Helpless rabbit!!

Answers on a postcard .....

CrazyGuy
13th March 2006, 23:08
Steal Socks' socks ???

EB
13th March 2006, 23:14
Steal Socks' socks ???
:clap:

Shaderman
14th March 2006, 06:59
Steal Socks' socks ???
http://www.tvacres.com/images/bundy_al5.jpg

Regarding the file size of your pk3, I suggest using existing vo sounds / wav files (like gold / radar parts for example).

Loffy
14th March 2006, 10:46
There are some socks on a table in my "Berserk TE". In a small room, to the right, in a corridor (upstairs) near the stairs that lead down to the secret room.
I made those socks and put them there as a homage to Sock. (Sock is the guy who made Fueldump.)
Use my socks somewhere in your Castle map if you want to. They are in the pk3.
//Loffy

[]v[]
14th March 2006, 11:14
http://img301.imageshack.us/img301/4254/sockfunction7sm.jpg (http://imageshack.us)

I cant get it too work maybe i need some kind of trigger. They just dont smell.

c22dragoon
15th March 2006, 16:31
Great map! Only thing I'd like to see changed is the lighting, it is quite dark all around the map. I had to ramp the gamma wayy too high compared to all other maps.

Loffy
16th March 2006, 07:41
func_sock, megalol.

eRRoLfLyNN
16th March 2006, 09:53
v[]]http://img301.imageshack.us/img301/4254/sockfunction7sm.jpg (http://imageshack.us)

I cant get it too work maybe i need some kind of trigger. They just dont smell.
lol :moo:

[]v[]
17th March 2006, 16:22
This is Beta 3

Changes since b2 :

- new route from bunker spawn to cave
- fixed bunker auto-spawn
- new access from castle gate too sewer
- increased lighting
- removed sewer gate

The fixed spawn should hold it up a bit at the bunker.
Yes I know lighting dont look so nice now but it's practical.
Theres a few light leaks around and its a bit too bright in places.
If theres no serious bugs in this i'll concentrate on a final with realistic lighting and

maybe a proper command map.

Download link :

http://www.mannsreality.co.uk/castleattack_b3.pk3

Have fun. and remember ..... be careful out there!

Magic
17th March 2006, 19:36
Great.
Have always liked your map,its special.
Its uploaded to the server - and it will stay ther(to the final arrives).
Good work.

[]v[]
17th March 2006, 20:32
Thanx magic, the changes seem to be working, glad you enjoy it.
Big Thanks to Juno too and the Who Crew (mmm rap) for givin it a whirl
Oh the duel obj was a no runner, my brain hurt too much workin out how i would do it.
@errol whens the new album comin out?

Sonyfan
18th March 2006, 02:37
Great map []v[]! :drink: Its on my server (at the moment beta2). Very much good feedback from players. I install in a one two days the beta3. Jo! However,i will the final! Yeah! :clap:

AkiraCorp
18th March 2006, 03:19
:notworthy: Good work :)

And me, I'm hosting Castle Attack beta 2 and beta 3 on www.et-map.com .

Have fun...
Akira.

Northerner
18th March 2006, 04:55
yep, this is one of the best little maps to come along in awhile! im very impressed with it, mainly because
there are so many places that can be reached, but yes, a little more brightness in the axis village and tunnels
would be awesome!

here is a mirror for ya!
http://returntocastlewolfenstein.filefront.com/file/Castle_Attack;58605

Juno_Who
18th March 2006, 16:29
Well beta3 is all that and more. We played it with 30 on 30 yesterday and the gameplay was awesome. The firefights were moving all over the map. No bottlencks holding up play and causing lag. The brightness is dead on. Needless to say beta3 rocks.

Thank []v[] for the great update to an already fun map.

[]v[]
18th March 2006, 17:21
Thanks to all.
Yes i think juno said it all there, beta 3 seems too have hit the sweet spot, i joined in on the first play on his server and the scraps were awsome, the easy access too the dungeon helped a lot. with the cp centering in on the action. looking from the specs view on the map i could see people spread all over the map. It will be interesting too see different tactics developing. No one mining the radio for example. but i did like the axis snipers taking up positions around the village to stop the obj returning.
cheers for the mirror Northerner, i hope you were refering too the beta 2 about the lighting.
I set my et too gamma 1.0 so it was playable at that low setting.
I will leave it for now as i will start my new map tommorow a comp map (hopefully) with a little help. although i always thought i'd make a vid of the map just for a bit of fun.
Sorry loffy the sock didnt make it, i was working till 1.00am to get it finished and i forgot the sock, had too sleep, but will for the final if i ever work out how to do command maps.
:fiesta:

Northerner
18th March 2006, 17:26
yeah, i havent checked out b3 yet but i was talking about the darkness in beta2
look forward to playing it today!

[]v[]
18th March 2006, 17:33
dont forget ya sunglasses, its BRIGHT! :skull:

btw AkiraCorp cool pic of the map.

AkiraCorp
1st April 2006, 03:09
v[]]

btw AkiraCorp cool pic of the map.

It's a beautiful map so it's a good picture ;) :D

Friendly :) ...
Akira.

[]v[]
4th September 2006, 20:41
Iv made the changes, and also made some more changes to make it worth it.
Added a new bunker passage, a dynomitable wall in dungeon and extra dungeon passage to make defending obj more difficult for axis. Optimized a little, fixed some bugs. Added some other useless stuff.
Should have it complete by the end of the week.
Must remember to add sock's socks.

=PoW= Kernel 2.6.5
4th September 2006, 23:29
Groovy !!!!

[]v[]
1st October 2006, 10:52
http://img419.imageshack.us/img419/2228/20060928223241castleattackb5nv9.th.jpg (http://img419.imageshack.us/my.php?image=20060928223241castleattackb5nv9.jpg)h ttp://img419.imageshack.us/img419/2638/20060928224422castleattackb5nn9.th.jpg (http://img419.imageshack.us/my.php?image=20060928224422castleattackb5nn9.jpg)h ttp://img458.imageshack.us/img458/6619/20060929104033bbb6qa7.th.jpg (http://img458.imageshack.us/my.php?image=20060929104033bbb6qa7.jpg)http://img419.imageshack.us/img419/6716/20060930085536bbb6ew0.th.jpg (http://img419.imageshack.us/my.php?image=20060930085536bbb6ew0.jpg)
http://img374.imageshack.us/img374/4005/commandmapyz8.th.png (http://img374.imageshack.us/my.php?image=commandmapyz8.png)http://img487.imageshack.us/img487/6871/20060928224307castleattackb5lu2.th.jpg (http://img487.imageshack.us/my.php?image=20060928224307castleattackb5lu2.jpg)h ttp://img352.imageshack.us/img352/9103/20060928224407castleattackb5cj8.th.jpg (http://img352.imageshack.us/my.php?image=20060928224407castleattackb5cj8.jpg)h ttp://img352.imageshack.us/img352/7395/20060928224016castleattackb5yv8.th.jpg (http://img352.imageshack.us/my.php?image=20060928224016castleattackb5yv8.jpg)

Will be releasing ver Beta 5 hopefully sometime this week.

Changes since b3 :

- Updated Command Map
- Altered terrain and alphamap
- Reduced file sizes and removed waste
- Fixed Memorial CM marker now disappears when its destroyed.
- Fixed unclipped curve at bunker gate.
- New tunnel from bunker to castle turrets.
- Extra passage in dungeon.
- Dynomitable wall in dungeon.
- Better access to roof and terrain all round.

Made some alterations too the tops of terrain to give more cover for snipers etc.
The Dynomitable wall is under the monument and just creates more difficuties
for the axis too defend. As with the extra tunnel see pic top left.
Lots of minor bug fixes and alterations.
The full access too the roof should give a lot more attacking and defending options.
Second pic from left, bottom row shows the hill, over looking castle which is now accessible.
New route from axis bunker comes out above the castle gate.

This will be the last ver. Beta 4 blew up Kernels server btw. Should release it when i get back from my trip too Skye.

[]v[]
6th October 2006, 12:45
Beta 5 download link

http://www.mannsreality.co.uk/files/castleattack_b5.pk3

More links

http://wolfmap.gameprophets.com/details.php?file_id=1767

http://returntocastlewolfenstein.filefront.com/file/;70648

http://www.new-etmaps.de/modules.php?name=New_Maps

http://prison.tibet225.server4you.de/index.php?mod=pdl_downloads.inc&release_id=1290

Btw i didnt mention that at the bottom of the shaft with three ladders in the castle.
I'v put a cushion for bots and people with slippy boots. Find the socks!

I've updated my site, so if you hav'nt played Castle Attack check out the short gameplay movie there.
http://www.mannsreality.co.uk/

Sippenhaft
10th October 2006, 21:18
all I gotta say is WOW what a map. It looks BIG, but it is actually HIGH...like 3 levels...mountains tunnels, buidings...

NICE attention to detail too.

In our rotation on the SHOCK & AWE server 66.55.159.57:27960

:clap: