Ramelle (Beta) - obj map

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UBER_SOLDAT
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Ramelle (Beta) - obj map

Post by UBER_SOLDAT »

3rd map ive released in 2 days, this time its Ramelle beta, based on the town at the end of Saving Private Ryan. i started this map last october, and it was my first mp map. i havent done much with it since xmas, but its ready as beta now. a lot of the map ive had to make up. in the movie, the first tank goes past the main road, and down the one behind the church. 2 tanks go down the main road, one gets its tracks destroyed with the sticky bombs, the one behind it goes back then, and you see the tank commander giving orders to the infantry. that tank goes down behind hotel, but that road wasnt even built in the film, but its there in the map. thats the tank that comes up behind miller and ryan when theyre throwing the mortar rounds. another tank goes down behind the church from somewhere, and a halftrack. so ive had to make up most of the stuff, but most of it is the same as in the movie

some info:
-almost exact to the film, except for a few things that i noticed once id got too far to change
-driveable tank in the axis spawn
-holds 64 players
-respawning is on
-includes the record player with the tu es partout playing

obj info:
allied obj is to defend the town
axis obj is to capture the town. they can capture the town if one of the players stays at the back of the allied side for 10 seconds.
but, to make things harder for the axis, once any axis player gets near the bridge, the allies can fall back and use the detonator to blow up the bridge. the only way across then is thru the river, with only a few ways up the banks

one other thing about the map, the tank doesnt shoot the belltower from the front of the chuch, by the fountain, like most people i know think. jackson is sniping them soldiers behind the church out the side window, while parker uses the 30cal out the front window. then he sees the tank aim up and shouts 'parker get out'.

things that'll change for the final:
i took out the barbed wire from the posts infront of the hotel, but had the translucents filter on, so i forgot to delete the clip, so theres an invisable wall there
more rubble in some places (some destroyed houses have no rubble around them, like the one next to the bridge on the allied side)
windows health lowered on the allied side
some more vis_leafgroups
back of church destroyed more, so the tank can actually aim at the tower from the backstreet
destroyable tower
allies will spawn on the church side of the river at first, then once the axis get near the bridge, the allies have to fall back and can only spawn on the alamo side

i know the bridge looks strange, but its the closest i could get it. it needs to be made from brushes for it to work right with the exploder

another important thing about the map is that if someone leaves the game while driving a tank, the server will crash. thatll be fixed for the final, so if you are running it on a server make sure everyone knows that (unless its a public server, when people would quit on purpose the crash the server)


the map:
www.edwards124.pwp.blueyonder.co.uk/User--Ramelle.pk3

some screens. some of them have had the brightness and contrast changed so theyre clearer:
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Bjarne BZR
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Post by Bjarne BZR »

God damn this looks good! Its a work of art!
Exelent and huge work UBER_SOLDAT.
The only bad thing I can say is that you have tied your own hands by beeing so very true to the film that you have created areas with some low FPS where you can see a lot of complex structures at once. But as you say: its a beta. And I'm sure you can fix up the FPS upwards with some creative vis_leafgroups.

Great looking map! And a cool and creative objective as well! Can't wait to take the final version for a test drive.

Sweeeeet!
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UBER_SOLDAT
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Post by UBER_SOLDAT »

i know the fps needs some work. theres already a few leafgroups, so the inside of the buildings of one side of the map arent drawn from the other, aswell as some in other places. ill look at any other places i can put them tho. i do get 20 or less in some places (2ghz cpu, 64mb geforce mx440, 512mb ram). its a big open map tho, so fps wont be that good.
this was also the first mp map i made. i wasnt as good at mapping as i was now. the other day i completely remade the front of the church. it was made by CGS-ing the arches out, to have smooth cuts, but that made hundreds of brushes just for that one wall. i made it again using the clipper this time and theres about 40 brushes used now. theres a few things like that in the map aswell, so some places do have brushes that dont need to be there. but theres too much stuff to fix.

i need to know if the obj works aswell. i havent tested it yet, so i dont know if it works.
if theres 2 people in the trigger and one gets killed, i think the other person will have to go out the trigger and back in for the countdown to start again. thats the only way it would work, and its not a serious bug. but i dont know if that works at all, so i need to know before the final version
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Hunter
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Post by Hunter »

Looks very nice Uber
Hunter
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Post by Hunter »

I've checked the whole map out and I have two remarks:

* I think it's a bit to dark in the houses, I hardly saw were I had to set my feet.

* I encounterd this LOD error while crossing the bridge:

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Jack Ruby
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Post by Jack Ruby »

one word, beautiful.

I only had a look at the screenies but its a delight to see such detailed construction, many hours of work to be sure.

Great job :)
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UBER_SOLDAT
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Post by UBER_SOLDAT »

have you got terrain detail on low? i have it on max and i dont get that error, i dont think i get it in mohr either. there were some errors like that in The Mine if you had terrain detail on low. ill see if i can do anything about it but if i cant the only way to fix it is turn terrain detail up
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Alcoholic
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Post by Alcoholic »

uber, you can force some of them to max detail in the editor so that doesnt happen.. but might be a problem for slower systems.
Hunter
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Post by Hunter »

My details aren't open, cause my video-card isn't that good. Might be the problem
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