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[MAP] Berghof Assault (Alpha 3) |
Dec 15 2016, 10:00 AM
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#1
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Sergeant Group: Members Joined: 29-October 06 From: France Member No.: 36715 |
Good morning,
I'm looking for people to test a map ^^' Screens: http://imgur.com/a/Um0JX Download: https://www.dropbox.com/s/kkicoxou8u2s8nb/B...ult_A3.pk3?dl=0 Waypoints are available on Assembla OB repo (right clic, Save target as): https://app.assembla.com/spaces/omnibot/sub...on/commits/3224 If you're using Edge or it doesn't work, direct links: http://svn.assembla.com/svn/omnibot/Enemy-...ghof_assault.gm http://svn.assembla.com/svn/omnibot/Enemy-...ssault_goals.gm http://svn.assembla.com/svn/omnibot/Enemy-...hof_assault.way Currently reported/fixed stuff: http://forum.splatterladder.com/index.php?...ost&p=86870 Thank you! This post has been edited by Matéos: Dec 15 2016, 08:48 PM -------------------- |
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Dec 15 2016, 11:24 AM
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#2
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Second Lieutenant Group: Members Joined: 22-November 11 From: Serbia Member No.: 120893 |
Good morning, I'm looking for people to test a map ^^' Screens: http://imgur.com/a/Um0JX Download: https://www.dropbox.com/s/kkicoxou8u2s8nb/B...ult_A3.pk3?dl=0 Waypoints are available on Assembla OB repo: https://app.assembla.com/spaces/omnibot/sub...on/commits/3224 Thank you! Looks good man! Good work, thanks Nico |
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Dec 15 2016, 02:41 PM
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#3
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General of the Army Group: Management Joined: 5-August 05 From: Scotland Member No.: 12398 |
I uploaded your map to our "Silent" server, in order to test it, Mateos, but it failed to show up in the "map" options .
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Dec 15 2016, 03:41 PM
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#4
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Staff Sergeant Group: Members Joined: 12-February 10 Member No.: 90298 |
When I wrote "I like the forest atmosphere. Very cozy" in Gitter after looking at the screenshots, I had absolutely no idea.
This map is an actual and real forest. It's amazing. No FPS issues, no nothing. And here I was always thinking that is not possible in ET. Well, you proved me (and maybe others as well) wrong. Allies starting from a forest camp with tents and a cozy camp fire and Axis starting from an supply convoy which had an accident and the main objective well placed in the middle. Everything you need to tell a proper story. Great work. I literally can't describe how happy I am to see a real forest in ET. So many sneak attack routes and ambushes. -------------------- |
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Dec 15 2016, 08:22 PM
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#5
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Sergeant Group: Members Joined: 29-October 06 From: France Member No.: 36715 |
Thank you!
Current things changed: - Moved a bit a tree so its leafs don't leak through a wall; - Added an unidirectional clip patch mesh in front of the rock to prevent TJ; - Fixed a whole in front of the Bunker, Allied-side, a bit east. Trees passing through tents (would require to move them away, angle wouldn't help; that would make an unrealistic hole in the middle of the forest, as if Allies had cut some trees in the night for their tents x)), fallen tree not touching the wall (enough surface touching the ground, enough to hold it and prevent it from rolling from real life point of view), briefing too long for the interface were also reported but will not change ^^' Far plane clip with fog really helped for the performances, otherwise FPS would be abyssal ^^' -------------------- |
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Dec 15 2016, 08:54 PM
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#6
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Sergeant Group: Members Joined: 29-October 06 From: France Member No.: 36715 |
I uploaded your map to our "Silent" server, in order to test it, Mateos, but it failed to show up in the "map" options . For me it is listed in any of the 3 single map modes (Objective, stopwatch and LMS) in the Host menu? -------------------- |
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Dec 15 2016, 08:57 PM
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#7
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Colonel Group: Management Joined: 12-February 11 From: France Member No.: 97334 |
wolfy u sure was a pk3 u added in your etmain folder?
http://enemyterritory-stuff.net/files/file...hof_assault_a2/ This post has been edited by macbeth: Dec 15 2016, 08:58 PM -------------------- |
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Dec 15 2016, 09:04 PM
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#8
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General of the Army Group: Management Joined: 5-August 05 From: Scotland Member No.: 12398 |
wolfy u sure was a pk3 u added in your etmain folder? http://enemyterritory-stuff.net/files/file...hof_assault_a2/ Yeah, Kate, on both servers. It's no big deal, thanks for your help . -------------------- |
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Dec 16 2016, 09:13 AM
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#9
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Colonel Group: Management Joined: 12-February 11 From: France Member No.: 97334 |
i just tested it on our other server and did a FULL server restart first
the map been loaded Dec 16 2016 at 09:03ETberghof_assault<a href="http://et.splatterladder.com/?mod=serverinfo&idx=760434" target="_blank">Ets| Silent 0.9.0 SNIPE...- 30 secs -> Details http://enemyterritory-stuff.net/files/file...t_a3-waypoints/ This post has been edited by macbeth: Dec 16 2016, 09:23 AM -------------------- |
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Dec 16 2016, 03:47 PM
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#10
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General of the Army Group: Management Joined: 5-August 05 From: Scotland Member No.: 12398 |
i just tested it on our other server and did a FULL server restart first the map been loaded I did the same, Kate, on both of our servers, (ETPub/Silent), but when I set the server to "single map objective" it doesn't appear in either server maplist : -------------------- |
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Dec 16 2016, 04:23 PM
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#11
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Colonel Group: Management Joined: 12-February 11 From: France Member No.: 97334 |
i just tested it on our other server and did a FULL server restart first the map been loaded I did the same, Kate, on both of our servers, (ETPub/Silent), but when I set the server to "single map objective" it doesn't appear in either server maplist : wolfy this happen when u have to many maps in your et/main folder C:\Program Files\Wolfenstein - Enemy Territory EtsKate\etmain clean here some maps pk3 myself i try to keep only the maps we have in the rotation but u can still have this map in the objectivecycle.cfg example in second line so just do !nextmap to can have the map loaded so u dont have to wait to long -------------------- |
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Dec 16 2016, 04:54 PM
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#12
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General of the Army Group: Management Joined: 5-August 05 From: Scotland Member No.: 12398 |
Thanks, Kate, I'll mention this to Dogster and see what he says .
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Dec 16 2016, 05:58 PM
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#13
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Sergeant Group: Members Joined: 29-October 06 From: France Member No.: 36715 |
I've tested locally with silEnT 0.9.0, map was liste in Host menu and through the silEnT list once local server was started
The too many maps tip works when you have a map like most or all the maps starting by A or B aren't listed, but here clearly Berghof would be in the middle... If it is in etmain as a PK3, after a server restart, it should be there... You did not get a ZIP containing the PK3 I hope? ^^' Like, some software which would be 'compressed' the download on its own... Wild guess but there's no other explanation to my mind -------------------- |
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Dec 18 2016, 02:16 AM
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#14
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Corporal Group: Members Joined: 22-April 15 Member No.: 461405 |
Good morning, I'm looking for people to test a map ^^' Screens: http://imgur.com/a/Um0JX Download: https://www.dropbox.com/s/kkicoxou8u2s8nb/B...ult_A3.pk3?dl=0 Waypoints are available on Assembla OB repo (right clic, Save target as): https://app.assembla.com/spaces/omnibot/sub...on/commits/3224 If you're using Edge or it doesn't work, direct links: http://svn.assembla.com/svn/omnibot/Enemy-...ghof_assault.gm http://svn.assembla.com/svn/omnibot/Enemy-...ssault_goals.gm http://svn.assembla.com/svn/omnibot/Enemy-...hof_assault.way Currently reported/fixed stuff: http://forum.splatterladder.com/index.php?...ost&p=86870 Thank you! Hey mate! I ran it on local and seemed very cool. The mg facing downhill almost made me feel like the king to crab it. Really good idea to make the tree fall too and all that tight forest was really nice. With that short distanced fog you should never hit FPS problems. There were not too long distances anyway so it does not matter and was not noticeable. Only one thing that got me worried is that bots can see through any alpha textures, that may make it hard time for human players. But aslong as you don't make the bots wonder around too much in the forest and place all the goals inside the base it should not matter. And also don't forget to set the max view distance for the bots in waypoints (probably you did, I did not check). |
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Dec 18 2016, 06:01 PM
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#15
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Sergeant Group: Members Joined: 29-October 06 From: France Member No.: 36715 |
Hey mate! I ran it on local and seemed very cool. The mg facing downhill almost made me feel like the king to crab it. Really good idea to make the tree fall too and all that tight forest was really nice. With that short distanced fog you should never hit FPS problems. There were not too long distances anyway so it does not matter and was not noticeable. Thank you! Only one thing that got me worried is that bots can see through any alpha textures, that may make it hard time for human players. But aslong as you don't make the bots wonder around too much in the forest and place all the goals inside the base it should not matter. And also don't forget to set the max view distance for the bots in waypoints (probably you did, I did not check). Yeah, in the beginning I was even excluding making waypoints for it due to this; Their max view is limited to 2000 units (roughly the fog/farplanedist distance), and the path mapping is straight. You can use fir trees' trunk to hide from these wall-hackers ;) -------------------- |
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