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Battle of the Trench beta 1

Posted: Tue Feb 18, 2003 12:38 pm
by mohaa_rox
You've noticed that I haven't released any of my maps, well, here it is. Battle of the Trench beta 1. Will post some screens soon. Check it out! Pls!!!!!!!! Anybody want to run it on a server may do so. Thx anyway!!!!!!!!!

Download now!!!!!!.

Don't complain, I've released my map already.

Next project......SP maps, I know, very general, but haven't decided on the topic yet.....maybe a cross between the Bridge and the Hunt.

Great Job

Posted: Tue Feb 18, 2003 1:06 pm
by Gen Cobra
You did a good job on this one. I love the explosions and the mgs. You might have to fix the floating models though :? Some of the vehicles were floating. Other than that great job! :lol:

Posted: Tue Feb 18, 2003 1:46 pm
by jv_map
Is there going to be a final?

Posted: Tue Feb 18, 2003 2:35 pm
by mohaa_rox
I know about the flying vehicles, will fix them. And the mg42. Did the ladder work? The one near the mg post?

BTW, there'll be a final.

Posted: Tue Feb 18, 2003 2:41 pm
by Bjarne BZR
You asked me for feedback in the [url=irc://irc.quakenet.eu.org/.map%20]#.net IRC channel[/url] the other day. I'll post it here too for all to see :twisted: ( And I added some more ).

First: I like it. It's laid out in a nice condenced way to make instant mayhem, you can snipe over a long distance and you can avoid snipers in the trences... I believe it has a good balance.

Now, here is the feedback:

1. The trench walls have a concrete look, but the texture is a wooden one... and the texture loops badly. Use a concrete texture like normandy/bunker_concX ( X = 1 to 4 ) or get a more "wooden" wooden texture like general_structure/jh_oldwood1.

2. The vehicles float ( as already mentioned above ).

3. Set:
$world farplane_color "0.3 0.3 0.3"
level.fogplane = 3500
$world farplane level.fogplane
...in the .scr file to get the gloomy fog effect of a gray, rainy day.

4. Drag out the horizon a bit to avoid the "end of the world" edge beeing seen ( combine with 3 above ) or make a ridge around the edge high enough that opayers cannot see beyond it ). I know this is just eye-candy, but it affects players.

5. Don't use clips within the barb-wire ( or other player stopping brushes ), I find it really frustrating when a place looks like you can get to it, but you can't because of an invisible barrier. remove it or combine it with an ostacle the payer can see.

6. A tiny tunnel connecting the trenches? A bit illogical maby, but so is 32 WW2 soldiers teleporting into a small space surrounded by barb-wires :D

If I did not metion something above, then I like it.
Good work!
/Bjarne

PS: All ladders work, except the one to the east of the MG:s.

Posted: Tue Feb 18, 2003 2:47 pm
by mohaa_rox
Roger that. Will try to include these in the beta 2. One thing, the underground hiding thingy will be tough, as i made terrain and will have to redo the terrain. Pls give me more details on the noclip thingy.

Posted: Tue Feb 18, 2003 3:06 pm
by Bjarne BZR
No clip thingy? You loony man! :wink:

Well, If you go as far North as U can in the trenches: The mud goes up a bit... you can ( just barely ) get up on the edge of the north trench wall as the clip ( or what ever it is ) does not cover the north trench wall. But here is no way in the Devil's home ( Yes, that would be Hell, thank you :twisted: ) that you can get up on the....*thinking spatially*... East wall even if it looks possible enough to my eyes...

/Da B Man

Explosions

Posted: Tue Feb 18, 2003 5:09 pm
by Gen Cobra
Can you point me to some info on how you scripted the explosions?

Posted: Tue Feb 18, 2003 7:18 pm
by Yarik
Doesnt work. It says problem and stops extracting.

Posted: Wed Feb 19, 2003 1:00 am
by Bjarne BZR
Gen Cobra, hereis a tutorial on random explosions by Nemesis.

Posted: Wed Feb 19, 2003 1:47 am
by mohaa_rox
btw, it only took me hmmm.....1-3 min to compile.

Tell me what to add? Maybe a sea with higgins.

WTF are you talking about? Can u explain?

Posted: Wed Feb 19, 2003 1:53 am
by mohaa_rox
Maybe a tiny tunnel would be great, but tell me how to do it? I've made the terrain already.

Posted: Wed Feb 19, 2003 1:56 am
by TheShiznaeSpe
make ur tunnel, then control-left click the patch of LOD that you want to delete

-go to LOD terrain in the menu
-click detach terrain
-click backspace to delete just that patch

-then fill in the area with some sandbags or something to cover the hole

Posted: Wed Feb 19, 2003 1:57 am
by Yarik
When i extract the map it stops and says PROBLEM. Then it stops extracting all together. Any idea maybe? maybe not put it in a zip file?

Posted: Wed Feb 19, 2003 11:07 am
by mohaa_rox
What should I include in beta 2? Suggestions are welcomed.