UPDATE ON BETA VERSION OF GUN ASSAULT JUNE 25TH

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Slyk
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UPDATE ON BETA VERSION OF GUN ASSAULT JUNE 25TH

Post by Slyk »

Ok, finally after many long months of 'life', I have a working version of what one year, yes, one year ago started as a single player mission and morphed into a rather trying multi-player TOW map. So, here it is in BETA form.... comments and trial/error stuff, please. I know of a couple small LOD 'tuckings' that need to be done, but all else is good. PLEASE SEND FRAME RATE INFO if you test it!!! THANKS!

http://www.paonline.com/marconia/gabeta19.zip

Screenshots:

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Last edited by Slyk on Wed Jun 25, 2003 11:15 pm, edited 1 time in total.
jv_map
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Post by jv_map »

I'm downloading it 8). Maybe I or someone else can setup a server for a few peeps. :wink:
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Post by jv_map »

Oops forgot it was a Spearhead map :oops:

However it runs in mohaa, although some textures are missing and the script doesn't work.

Anyway I like this map. It's quite big so there should be enough room for a huge amount of players. There's plenty of cover in the fields.

My brand-new Radeon 9500 card had no problems with the map whatsoever, it ran constantly at either 100 fps or 43.7 fps (surprising characteristic of the card - it does that on any map :?). It only droped down to 20 when very near smoke particle effects (with multiple layers of blended sprites). I might do a test on my Voodoo 3000 card as well.

I took some screens of things I noticed, but they turned out all black :( :?.
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Post by Butch »

jv you have to turn the monitor on to see screens :wink:
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Post by Slyk »

Thanks JV! I appreciate the comments. Almost all of the textures are AA but I did get some SH ones in there...not that I could tell you which ones at the moment. I was interested if people thought there was enough cover along the way in the open areas. Didn't want to add extra models or anything. Funny that the FPS seem so high..only about 9 or 10 VIS groups and they're big. Works out. How were your FPS going TO the axis bunkers??? Mine always come in around 50-60 there.
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Post by jv_map »

Butch wrote:jv you have to turn the monitor on to see screens :wink:
Ah Surgeon should stop beating me with his fish :x
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Tested

Post by Desert Eagle »

Me and several others had your map on and running on a server for a few hours. Frame Rates were good even for players with lower-end graphics card.

Took players awhile to realize the red and white stick on the truck was a switch...LOL.

All players noticed several areas of LOD Terrain in need of some cropping or pruning.

One player noted that the doors in one of the bunkers seem to be streched from side to side, making the doors look unrealistic.

Over all about 13 of us played the map for several hours, running around and getting lost. Very good frame rates for large outdoor map.

Good work.
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Post by Butch »

jv_map wrote:
Butch wrote:jv you have to turn the monitor on to see screens :wink:
Ah Surgeon should stop beating me with his fish :x
fish?
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Post by Slyk »

Thanks for the notes Eagle.... I'm sure you saw a bad VIS and a few other buggy things. I **THINK** that I caught all the problems and improved the FPS a little more. Have an updated version coming ASAP, it has many more cover points along the way and I think everyone will appreciate it much more overall. ALL OF THE FREAKING SPAWNERS WORK PROPERLY!!!!!! YEAH!!!!! OK, I'm one idiot testing by himself, but..... so give this post about 1 hour then you can DL the updated BETA. right here:

http://www.paonline.com/marconia/gabeta19b.zip

And, about the Allied Truck Switch.. yeah, I made it red/white so it would stand out a bit. I tried a 'pulse' texture but it whacked the FPS down to about 30 in that region.
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Post by Desert Eagle »

I had a hell of a time making my spawner to work like they are suppose to for my Come In Fighting TOW Map. Was worth the effort though, to get them to work, as you can tell in your map.

In the end I forgot to toggle the func_TOW spawner in the enties window that tells the game engine when the bomb blows to disable the spawns


Will try and get your map up on server sometime soon again and run aournd on it again.

I like outdoor maps..also know hardest maps to make with good fps
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Post by Slyk »

Eagle - I had a hell of a time setting up the spawner switches, half the time they wouldn't allow the bombs to be set then they won't turn on/off the spawns so I gave up bombs in favor of just a straight on/off feature for all my spawner controls...no more bombs! That way a team has a chance to get back in the fight and the opposing team needs to capture and HOLD the spawner objective until all the other team is dead....more realistic, I think. (I'm tired of playing with headless chickens)

I actually got to play my map for about 2 hours on the AFTER-HOURZ.COM server (they have 2 servers and are running this map now and then on it). IT WAS AWESOME!!!!!!!! plus, my ping was like 18! Ran it as a TDM with 20 players and it was wild. Have to say one of the more interesting TDM maps I've played for some time. And I'm not saying that because I made it. The battle swayed back and forth a couple times with both sides getting pinned back unless they had TEAMWORK to bust out. It's a little big for TDM and I've already got some plans to tighten it up a bit. I think as a TOW it will work great as long as teams work together...you need cover fire, good 'nade use, and you have to work to gain an objective and HOLD it. And the spawner swithes STILL work in TDM and it adds a whole new twist where it makes taking a building/switch more vital because you gain the spawn position which absolutely helps your team kill more enemy dudes.

Anyway, it was a great time and I hope to have this map *final* this week. Now to get the next four out the door! Take a look at my .scr file and borrow what you need if it helps you out on TOW stuff, or ask me as I've got some new concepts stewing for the next couple.
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Post by dirtybob »

looks liek a fun map, but in AA the sky boxs is messed up so you get that weird blur thing that happens. it game me a headache so i couldnt really test it for you.

but from what i did see it looked tip top.
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Post by jv_map »

Butch wrote:
jv_map wrote:
Butch wrote:jv you have to turn the monitor on to see screens :wink:
Ah Surgeon should stop beating me with his fish :x
fish?
Yeah a fish :?. Harsh isn't it?
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Post by Desert Eagle »

Slyk,

If your going to make another TOW map and want to use the spawner bombs let me know and I can send you a map file with an axis and allies one set up for you.

I also learned for the bombs to work corretly to include damaging players, the bombs can not be in confined areas.

My axis one did not hurt any players when it went off. It was inside a bunker and I had to raise the roof on the bunker for the explosion to work right.

You can also set up a TOW map so that the spawns being destoryed are not part of the objectives, meaning for say if the allies spawn is gone, they can still complete the rest of the objectives with suriving players.

I have learned with your typical TOW map that players will run right after the spawns destroy them and in turn kill the players instead of completing objectives.

I do have a different type of TOW idea, I will send you a message about it.
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Post by Slyk »

Update on progress: Just got the advance/fall back logic to work in the spawners and switches. Seems to be working in both TOW and TDM modes! Releasing beta 1.9c any minute and it can be found for DL at: www.after-hourz.com on the main page.

It is the only server running the beta versions that I am aware of. Stop in and check it out. Their servers fill up fast, but maybe you'll get lucky. Comments and design history are here:

http://www.after-hourz.com/forum/index. ... #entry5155

if you're interested. Hope to finish the *final* this week! We'll see how version 'c' tests out.
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