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Old 22nd Jan 2009, 19:00   #1
0range
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Default [map]falkenstein second beta



hi,
i want to present my objective based map falkenstein, which is the first map im gonna release, i did one before but it didnt pleased me neither in gameplay nor aesthetical.

short descreption:
The Allies are trying to infiltrate a secret base inside a mountain. They are attempting to steal a secret prototype which could be decisive for the success in this war.

-timelimit: 25 min

objectives:
-allies primary obj:
1. Dynamite the generator to gain access to the base
2. Steal a prototype and bring it to the train
-allies secundary obj:
1. Capture the Depot Yard
2. Build the Command Post to gain a forward spawn
3. Dynamite upper and lower doors to get easier access to the prototype

-axis primary obj:
1. Defend the generator
2. Defend the prototype
-axis secundary objectives:
1. Defend the Depot Yard
2. Dont let the Allies build the Command Post
3. Defend upper and lower doors

-overview



download: http://rapidshare.com/files/18776805...in_b1.pk3.html

source: http://rapidshare.com/files/18778430...in_b1.map.html

pics:











0range



more pics will follow

edit1:

new download link for 2nd beta:

http://rapidshare.com/files/36507874...enstein_b2.pk3

source map:

http://rapidshare.com/files/36507928...enstein_b2.map

noteworthy fixes/changes/additions:
-cp allied spawns (only one spawn was working before) fixed
-trucks got new clip
-command map icon and toi for the place of delivery added
-another exit for the station spawn room added
-office room next to the axis spawn in the base stretched
-mineable cave ground
-cp for axis
-doors altered
-signs inside the base for orientation

0range

Last edited by 0range; 18th Mar 2010 at 18:05.
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Old 22nd Jan 2009, 19:17   #2
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Default Re: [map]falkenstein first beta

Very cool. Ill give it a try tonight. You took pieces from railgun and fueldump, right?
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Old 22nd Jan 2009, 19:26   #3
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Default Re: [map]falkenstein first beta

Ahhhh - a new map - great.
Looks very good - will have a look.
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Old 22nd Jan 2009, 19:33   #4
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Default Re: [map]falkenstein first beta

Nice map! You could make a neat outside map from the inside base too.
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Old 22nd Jan 2009, 19:38   #5
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Default Re: [map]falkenstein first beta

more pics:






-overview of the base



-the base

the objective, which the allies have to steal:




dynamitable doors:




the train, where the objective has to be delivered:
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Old 22nd Jan 2009, 19:55   #6
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Default Re: [map]falkenstein first beta

hehe,

i am working on my first map too and it seems that we made our terrain almost similar =D the main-texture on it is from fueldump, right ? atm i try to blend my terrain, maybe it will look better with this

looks good so far
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Old 22nd Jan 2009, 20:14   #7
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Default Re: [map]falkenstein first beta

looks great..make a dessert version too
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Old 22nd Jan 2009, 21:43   #8
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Default Re: [map]falkenstein first beta

Nice but it looks a bit empty/small.
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Old 23rd Jan 2009, 10:57   #9
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Default Re: [map]falkenstein first beta

Ok, so I took a look at your map... It looks really nice (especialy that elevator). But a found a buch of flaws.


^ Some doors are not metal



^ I can shoot through both trucks


^ I can construct command post from here (thats very far)


^ Badly aligned texture


^ Very strange wheel


^ Consider better marking of where to take the objective


^ Tracks go through doors

Overall its a good map! Just needs a little bit more work!
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Old 23rd Jan 2009, 12:45   #10
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Default Re: [map]falkenstein first beta

freeaking good map , where do you got so good ideas ?!
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Old 23rd Jan 2009, 12:51   #11
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Default Re: [map]falkenstein first beta

nice map from what i've seen up to now. There are only some minor texture issues you can fix very easily. Most of them are covered by th0rn3's post. I believe this could be great fun in 3on3 or maybe even 6on6 competition
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Old 23rd Jan 2009, 13:46   #12
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Default Re: [map]falkenstein first beta

nice map. it reminds moe of rail gun witch is my favorit map.
kepp them comming!
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Old 23rd Jan 2009, 14:37   #13
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Default Re: [map]falkenstein first beta

thx everybody for the feedback so far

@thorne big thx will fix it

Quote:
Originally Posted by Qualmi
i am working on my first map too and it seems that we made our terrain almost similar =D the main-texture on it is from fueldump, right ? atm i try to blend my terrain, maybe it will look better with this
yep i tried to make it like in socks tutorial for alpha fading but failed to do, i had some problems with the alpha images

Quote:
Originally Posted by thunderpwn
looks great..make a dessert version too
i would be already happy when people will play this version

@Tyrlop yeah i intented a lok like railgun and fueldump


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Old 23rd Jan 2009, 16:32   #14
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Default Re: [map]falkenstein first beta

looks interesting !
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Old 25th Jan 2009, 09:56   #15
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Default Re: [map]falkenstein first beta

Quote:
Originally Posted by th0rn3 View Post
Ok, so I took a look at your map... It looks really nice (especially that elevator). But a found a bunch of flaws.
...

^ I can shoot through both trucks
...

Overall its a good map! Just needs a little bit more work!
I agree. It is a very nice first beta and one of the trucks needs some bullet stopping ability especially if playing with bots. But the wood sides are not as important as the cab. I'll script in a couple for now.
Code:
		create
		{
			scriptName "truckcab"
			classname "func_fakebrush"
			origin "1335 -2067 480" // 
			contents 1  // CONTENTS_SOLID
                        mins "-20 -41 -80"
                        maxs "29 41 0" 
		}
		create
		{
			scriptName "truckengine"
			classname "func_fakebrush"
			origin "1315 -2067 450" // 
			contents 1  // CONTENTS_SOLID
                        mins "-59 -21 -55"
                        maxs "0 21 0" 
		}
Another thing is you can shoot bullets AND PANZERS through the floor of the box-car and flatbed train cars. You can even hide beside a box car and shoot panzers between the wheels and upper box blindly at the other side of the train-yard lol.

2 suggestions;

- A couple of mgnests could be useful
Code:
		create
		{
			classname "misc_mg42"
			targetname "flaggun"
			accuracy "25"
			harc "60"
			origin "560 -1880 600"
			angle "290"
			spawnflags 0  //tripod=0? or NOTRIPOD=2 
			scriptname "flaggun"
		}
		create
		{
			classname "misc_mg42"
			targetname "upperdoorgun"
			accuracy "25"
			harc "75"
			origin "7810 -1700 312"
			angle "90"
			spawnflags 0  //tripod=0? or NOTRIPOD=2
		}
- and a way to bypass the flag and get down to the train-yard to force the axis to defend more than the flag initially. Could be via an axis teamdoor near the lift/elevator (like the back way on battery) or by a dynamite-able wall (say at the bottom floor of the lift)

[COLOR="Blue"]
EDIT: yes these scripts should work in most all major mods but alas not plain ET. I have included them for reference or for server admins running mods Since plain ET is not popular I would suggest publishing mod targeted scriptfixs in pk3 files but only if b2 will take more than 2 weeks to release. [/COLOR]

Last edited by TomTom7777; 26th Jan 2009 at 11:02.
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Old 26th Jan 2009, 00:27   #16
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Default Re: [map]falkenstein first beta

i found recently a serious bug, i forgot to mark spawns at the cp except one as "start active" while doing setstate them in the script.
so only one allied soldier was spawning there while the others had to take the long way from the stations spawns, which makes the cp useless and the gameplay does not the way i intended.

should i do make a bugfix in the script( if it is possible) or upload a second beta as i already fixed some things + added some new things (some ways / a command map for the place of delivery ...)?

------------------------------------------------------------------------------------------------------------------

Quote:
Originally Posted by TomTom7777 View Post
I agree. It is a very nice first beta and one of the trucks needs some bullet stopping ability especially if playing with bots. But the wood sides are not as important as the cab. I'll script in a couple for now.


Another thing is you can shot bullets AND PANZERS through the floor of the box-car and flatbed train cars. You can even hide beside a box car and shoot panzers between the wheels and upper box blindly at the other side of the train-yard lol.
thx, but does this mapscripting works only for etpro or for other mods too? + how can i add a fixed script to an existing map( i mean as bugfix) / i found out that i used the wrong common shader for the truck

Quote:
Originally Posted by TomTom7777 View Post

2 suggestions;

- A couple of mgnests could be useful

- and a way to bypass the flag and get down to the train-yard to force the axis to defend more than the flag initially. Could be via an axis teamdoor near the lift/elevator (like the back way on battery) or by a dynamite-able wall (say at the bottom floor of the lift)
thx, suggestions are always welcome

as for the mg-nests, i will think about it

and the bypass way: i inteded the same at first too, thats why you can drive downward with the elevator, but then rejected it as the axis can take that way to retake the flag + its not that hard to take the flag for the allies + allies have alreday the oppertunity to sneak through

orange
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Old 26th Jan 2009, 04:28   #17
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Default Re: [map]falkenstein first beta

Quote:
Originally Posted by 0range View Post
thx, but does this mapscripting works only for etpro or for other mods too? + how can i add a fixed script to an existing map( i mean as bugfix) / i found out that i used the wrong common shader for the truck
i never was an admin, but i know that there exist mapscriptdirectories serversided which alow scripting similar to etpromapscripting. at least there are such directories for

etpro:
http://wolfwiki.anime.net/index.php/...rver_cvar_list

etpub:
http://etpub.org/ETPubServerDocs.htm...criptDirectory

noquarter:
http://****storm.org/noquarter/wiki/...criptDirectory

jaymod:
http://www.clanfu.org/jaymod/2.1.7/h...Directory.html

how much scripting is supported in every mod would be nice to know, i never was an admin and tried :/

Quote:
Originally Posted by 0range View Post
how can i add a fixed script to an existing map( i mean as bugfix)
this will probably take some time. you must work with radiant and alot of origin values and stuff, never have done this. but to get an idea about etpromapscripting see what tomtom7777 wrote or take a look at this -->

http://wolfwiki.anime.net/index.php/Map_scripting

what happens there is you write a script, put it in your downloadpackage, and the serveradmin has to put it in his mapscriptdirectory, so that it overwrites the original mapcript. correct me someone if this is wrong

Last edited by Qualmi; 26th Jan 2009 at 04:39.
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Old 26th Jan 2009, 08:38   #18
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Default Re: [map]falkenstein first beta

Actually always pack a "normal" script in your map pk3 file.
If you have serious bugs you should consider to release a new version of your map (pk3 filename has to be alphabetically behind / after the last pk3 filename).

[edit]
Next version could / should be falkenstein_b2.pk3.
So you are limited to 9 betas .
[/edit]

In addition you can offer a mapscript file for the mods.

My guess:
As all mods have received the mapscripting ability from ET-Pro 3.2.5 (as far as I know) they all should have the same abilities.
Only scripting for ET-Pro 3.2.6 seems to be different.
Best way to find out is to test the mapscript with all mods (or at least the biggest: PRO 3.2.5/3.2.6, Pub, NQ, Jaymod).

Last edited by nUllSkillZ; 26th Jan 2009 at 08:41.
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Old 26th Jan 2009, 10:11   #19
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Here is a mirror for you at RTCWFiles.com

http://returntocastlewolfenstein.fil...kenstein;97392
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Old 26th Jan 2009, 10:25   #20
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Default Re: [map]falkenstein first beta

Quote:
Originally Posted by 0range View Post
i found recently a serious bug, i forgot to mark spawns at the cp except one as "start active" while doing setstate them in the script.
so only one allied soldier was spawning there while the others had to take the long way from the stations spawns, which makes the cp useless and the gameplay does not the way i intended.

should i do make a bugfix in the script( if it is possible) or upload a second beta as i already fixed some things + added some new things (some ways / a command map for the place of delivery ...)?
You should be able to toggle the activity of the spawnpoints with alertentity targetname command. So if you alertentity the spawnpoints in the spawn, they should be "start active" and then you still could use setstate. That's if I remember correct.

Then you could just pack the new scriptfile into a pk3 file as a fix.
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