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[splatterladder] Board _ RtCW/ET - Community _ The Battle of Monte Cassino

Posted by: onkelb0b Feb 24 2019, 07:07 AM

Hi, i released the first Beta of my map , The Battle of Monte Cassino.
first i must say, its the first beta, so there are many things to do.
Also i m on the memory limit for compile that map, if i have more Ram later in the year a can continue the work.
Now the compile Quality is a bit low.
but look yourself
its playable, botfiles and official release are in work
you can test it here if you want

http://et.splatterladder.com/?mod=serverinfo&idx=760637

you can contact me here
https://discordapp.com/invite/6yFPcR7
ETc|OnkelBob , thats me grin.gif


The Battle of Monte Cassino Beta 1


Ps. the file size is a bit bigger than usual grin.gif

here s a faster Download : https://wolke.zipwerk.de/index.php/s/iGRn8njqSg5oFDg <<<---- WITHOUT BOTFILES
here s a smaller version : https://wolke.zipwerk.de/index.php/s/HTFnxQS4a7RT983 (200mb) <<<---- Botfiles are Compatible

edit: the wolffiles news : https://www.wolffiles.de/index.php?news
Download with botfiles included : https://wolffiles.de/index.php?filebase&fid=5072 (smaller version)

thanks to wolffiles especially Wolf enstein for his bot files

Posted by: keMoN Feb 24 2019, 11:11 AM

Okay. I see why you ran into memory limits and why the map is that large in terms of filesize...
Normal mapping, reflecting water, high res textures, env maps and a ton of custom models.
I'm fairly certain you included close to all visual tricks there are in ET grin.gif
Because of the filesize, I assume this map is more a playground for you to test all those features rather than a map that is intended for actual play?
Because in regards to gameplay, I think it might be very easy to camp things. The allied spawn has only one exit for example. It looks good with all those plants, no doubt, but from a gameplay perspective it's probably easy for the Axis to shut that route down. Also the objective room also has only one entrance and I only found one (max two) routes inside the casino to get around. From a gameplay perspective, I would assume that map becomes a slaughterhouse.
From a technical/visual standpoint, I have to congratulate you to all those effects. It looks like you created a successful playground testing all those features and I'm sure you learned a lot about mapping and the ET engine while creating this map. Good work.

[edited by Admin]

Posted by: Devils Right Hand Feb 24 2019, 08:35 PM

nice to see a detail mapper,forest looks good tank too,emm 300 mb for a pk3 is 2 much,i have even 60-70 mb pk3 and most say i make big maps,now u make big maps,i start with alies engi and make a ramp after it i make a ladder,then i switch to axis and i spawn still near the alies ladder ,so how alies can there way to the building when axis run in there hands? u must consider where to add axis second spawns after alies make the ladder that axis dont run in alies hands,i sopt some caulk textures u can add textures on it but this u must consider i dont tell u if fix those caulk textures,and the building looks emm empty but this is your map if u like it so then leave it,like kemon say only 1 way entrace maybe u add a second way in?

bugs - https://postimg.cc/7GM12L9R

https://postimg.cc/7fQ37d1q

https://postimg.cc/0rP0qp21

https://postimg.cc/ZCqPW4df

https://postimg.cc/pyCYVpph

https://postimg.cc/GBvGWpWp

https://postimg.cc/7GD0wk4n

https://postimg.cc/308XCHbx


Posted by: onkelb0b Feb 24 2019, 09:12 PM

thanks for feedback

yes, hi, you took alot of time to find something grin.gif
some of them i know, but thanks, you never see all, and other players didnt see it too

the first thing, if you go the way to the meadow, there is a flag between the trees, if thats captured, autospawn is set to south courtyard.

about the second entry, theres pro and contra for it, realistic would be one, a second maybe too easy for allies,
must be tested out with more players, that i couldnt, just a few


edit:



i see nothing grin.gif
thats a nearly perfekt blending

Posted by: Wolf Enstein Feb 24 2019, 09:14 PM

Your map is stunning, OnkelBob, really beautiful work nicken.gif . I enjoyed exploring your map, there's so many superb things to see and enjoy. I haven't tested the gameplay aspects of your map yet, but I'll do that when I create the bots for it.

Thanks for all your hard work super.gif .

Posted by: onkelb0b Feb 24 2019, 09:28 PM

Thank you Wolfe nstein grin.gif

one thing i forgot to say
if a server admin wants that the end video plays to the end , they must change g_intermissionTime to 240.
thats jaymod, in nitmod idk, should be very similar

Posted by: Ronboy Feb 25 2019, 01:32 AM

QUOTE (onkelb0b @ Feb 24 2019, 01:07 AM) *
Hi, i released the first Beta of my map , The Battle of Monte Cassino.
first i must say, its the first beta, so there are many things to do.
Also i m on the memory limit for compile that map, if i have more Ram later in the year a can continue the work.
Now the compile Quality is a bit low.
but look yourself
its playable, botfiles and official release are in work

The Battle of Monte Cassino Beta 1


Ps. the file size is a bit bigger than usual grin.gif

here s a faster Download : https://wolke.zipwerk.de/index.php/s/iGRn8njqSg5oFDg


Wow, remarkable work on this map. I hope to see it on the Fearless Assassins server that I frequent. nicken.gif

Posted by: Wolf Enstein Feb 26 2019, 10:24 PM

Hi Bob, the botfiles for your map are almost ready. I can't make them the way I want to because this is missing from the map script:




I usually fix this by adding a "wm_announce" message to the map script, however, it is not clear to me where I should put this line in your map script, so I won't do it.

The bots will still work well and complete/defend all the map objectives nicken.gif .

Posted by: onkelb0b Feb 27 2019, 01:37 AM

Ok , first a Big thank you to you wolf enstein thanks.gif

if it works, its ok. Release it as it is.
about script, i used a very rudimentary script block for objective.
without Bots it is not a problem, it works
i change that in next release, or maybe only a upgraded script.

Posted by: onkelb0b Feb 28 2019, 05:12 AM

Now the Release is official and i want to say thanks to wolffiles for the great news article and especially Wolf enstein for his Bot files.
so heres the link to wolffiles (botfiles included)

https://wolffiles.de/index.php?filebase&fid=5070

the news article

https://www.wolffiles.de/index.php?news

happy fragging grin.gif

Posted by: CS|kOoL Feb 28 2019, 11:31 AM

Hi,

1000 THX 4 monastery.bsp which is a master piece of 324 MO :)

You have all understood ;)

cheers.gif respect.gif

QUOTE (onkelb0b @ Feb 28 2019, 06:12 AM) *
Now the Release is official and i want to say thanks to wolffiles for the great news article and especially Wolf enstein for his Bot files.
so heres the link to wolffiles (botfiles included)

https://wolffiles.de/index.php?filebase&fid=5070

the news article

https://www.wolffiles.de/index.php?news

happy fragging grin.gif


Posted by: onkelb0b Feb 28 2019, 06:45 PM

QUOTE
You have all understood ;)


if they are live in 2003 grin.gif

Posted by: Ronboy Feb 28 2019, 11:08 PM

QUOTE (onkelb0b @ Feb 28 2019, 12:45 PM) *
QUOTE
You have all understood ;)


if they are live in 2003 grin.gif


Yeah, with a HDD that's no more than 1 GB in maximum storage size and a download speed of a 56k modem. rolleye.gif

Posted by: Wolf Enstein Mar 1 2019, 02:47 PM

After playing your superb map several times, Bob, I was wondering if you could change the Axis first spawn to the courtyard spawn, please?

By doing this, the Allies would get a litle more "breathing space" as they construct the assault ramp and the Axis troops could build their command post and also construct the church defences at the start of the map.

Posted by: onkelb0b Mar 1 2019, 03:01 PM

QUOTE (Wolf Enstein @ Mar 1 2019, 02:47 PM) *
After playing your superb map several times, Bob, I was wondering if you could change the Axis first spawn to the courtyard spawn, please?

By doing this, the Allies would get a litle more "breathing space" as they construct the assault ramp and the Axis troops could build their command post and also construct the church defences at the start of the map.


We make a Maptest with more players this weekend. And i already planned a partially wall between the Meadow and the first allies spawn, for partially cover and also as additionally visblock for better performance.
Also the waterplant water has a bug, its engine related but i think i can fix that later in the year, when i hopefully can then release a overworked version, with a high quality Compile.
If you want build command post and church door as axis, it should be possible to select the spawn point.

But i Dont know when i can make changes, from march i have several other things to do, so, im sorry, but you must wait.

Edit: if you still want to change the spawn point, simple change the autospawn in the game manager script section, thats all

Posted by: Wolf Enstein Mar 1 2019, 06:45 PM

There's no rush, Bob, the map is still great fun to play nicken.gif .

Posted by: onkelb0b Mar 5 2019, 05:20 PM

Hi, I uploaded a smaller Version.
I changed nothing in the Map itself, i only removed some unused things and shrinked a oversized texture, now its a bit smaller..

https://wolke.zipwerk.de/index.php/s/HTFnxQS4a7RT983 (200mb) only pk3, no Botfiles

@Wolf Enstein , if you read this, can you add or replace it in wolffiles
thank you

Posted by: Wolf Enstein Mar 5 2019, 05:51 PM

QUOTE (onkelb0b @ Mar 5 2019, 06:20 PM) *
@Wolf Enstein , if you read this, can you add or replace it in wolffiles
thank you



Hi Bob, sure we can replace that for you. Have you tested the botfiles with your new version of the map?

Posted by: onkelb0b Mar 5 2019, 05:55 PM

QUOTE (Wolf Enstein @ Mar 5 2019, 05:51 PM) *
QUOTE (onkelb0b @ Mar 5 2019, 06:20 PM) *
@Wolf Enstein , if you read this, can you add or replace it in wolffiles
thank you



Hi Bob, sure we can replace that for you. Have you tested the botfiles with your new version of the map?


it should work, i changed nothing Bot related stuff, like i said, i only removed the normal maps (not needed after compile) maybe for ETLegacy later , a sound file was 2 times there, and i shrinked 2 textures.

Posted by: Wolf Enstein Mar 5 2019, 06:06 PM

QUOTE (onkelb0b @ Mar 5 2019, 06:55 PM) *
....it should work, i changed nothing Bot related stuff, like i said, i only removed the normal maps (not needed after compile) maybe for ETLegacy later , a sound file was 2 times there, and i shrinked 2 textures.



Okay, Bob, thanks for the update. I'll test the bots with the new map version super.gif .

Posted by: onkelb0b Mar 15 2019, 06:14 PM

hi, i played arround with the et Legacy renderer

look here for some screenshots
https://forums.splashdamage.com/t/the-battle-of-monte-cassino-first-beta/233871/13


Posted by: Wolf Enstein Mar 15 2019, 06:46 PM

Bob that looks amazing nicken.gif . I never knew that "ET: Legacy" had the power to do these things, it's definitely my favourite mod for "Wolf: ET".

Thanks for sharing the superb screenshots, mate thanks.gif .

Posted by: Ronboy Mar 15 2019, 11:37 PM

QUOTE (onkelb0b @ Mar 15 2019, 01:14 PM) *
hi, i played arround with the et Legacy renderer

look here for some screenshots
https://forums.splashdamage.com/t/the-battle-of-monte-cassino-first-beta/233871/13


I agree with Gman; that looks amazing. I’m looking forward to the day when both Rtcw and Wolf ET make a permanent switch to the superior new renderers instead of the outdated old renderers. nicken.gif

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