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The Canal by Flying Sheep [RELEASED]

Posted: Sun Jan 25, 2004 2:00 pm
by Bjarne BZR
I have been given the honor to clean up and improve one of the absolutely best MOH:AA maps ever: The Canal by Flying Sheep.

It was released quite a while ago in a DM only version, and I've been pushing Flying Sheep for an OBJ version ever since. And now they have let me do it for them. :D
The new and improved version of the DM map and a completely new OBJ version are done.

DOWNLOAD IT HERE! :D

We start at the allied spawn...
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...go over the bridge...
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...enter the bar maned after the evilest of undead pirates: Le Chuck!...
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...enter a balcony on the second floor. Look the bridge!...
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...lets shop some first...
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... the hotel from the court house...
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...the hotel, church, court and bridge from the axis spawn ledge...
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...not an unprobable place for an axis sniper...
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...the home of the hotel owner...
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...the hotel lobby...
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...a hole in the wall in the back of the hotel...
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...a nice view of the objective bridge that the axis want to get down on...
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...the loading screen...
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...two really bad snapshots of an exploding bridge ( its really hard to time the screens! :) )...
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The changes section of the readme so far:

Code: Select all

>>>>>>>>>>>>>>>>>> CHANGES IN VERSION 1.0 <<<<<<<<<<<<<<<<<<<<
--------------------------------------------------------------
This is the first objective version, but as it is based on
the deathmatch map: I will list some changes from that map.

- Added an objective and the resulting explosion and debris.
- Removed all vis_leafgroup brushes and replaced them with
  only two vis_leafgroup brushes.
- Optimized the detailed and structural brushes to increase
  the general FPS of the map. It now runs at a minimum FPS of
  50 in the absolutely worst place with all graphics set to
  maximum. This is a 15 FPS increase. As every computer is
  different, the numbers by themselves are irrelevant, the
  important thing is that it is a ~30% increase.
- Re-scripted and re-designed the elevator to remove previous
  errors.
- Decreased the size of the skybox.
- Decreased the complexity of almost all "patch meshes" by 1
  or 2 levels.
- Re-designed the back of the hotel ( There is no visual
  difference, but it has big alterations to adapt better to
  the VIS compile process ).
- Fixed around 20 very small brush/texture errors. Most were
  errors that you could probably only see in the map editor,
  or if you really knew where to look.
- Added a piano that you can activate to play a little in the
  bar. Or rather: I added the capability to paly a little, the
  piano was already there.
- Added a few spawn points of all types to decrease the 
  feeling of "been there, done that" when spawning into the
  map.
- Changed the turned over truck outside the entrance of the
  hotel into another one standing up. This because the
  collision map on that truck is defect at the top: creating
  an irritating, invisible, barrier.
- As I prefer German boxes with the text "Gefahr!" to German
  boxes with the text "!rhafeG", I flipped the textures on
  some of the boxes ;-)
- Changed the the barrier at the Allied spawn area so that it
  looks like the Allied has hi-jacked an Axis supply truck and
  used it to run through the Axis barbwire barrier.
- Added an info_player_intermission node, to lock the players
  at a nice view at map-end.
- Lowered the lightmap density on a small selection of key
  brushes ( mostly the ground in the main square ) to get
  sharper shadow edges. I think that looks more realistic in
  such clear weather.
- Fixed the strange and very unrealistic boxed shadows that
  were dropped by all the trees in the map.
- Shadowcaulked some of the buildings at the edge of the map
  to genereate correct shadow casting.
- New loadscreen and scoreboard pictures.

wow

Posted: Sun Jan 25, 2004 3:10 pm
by bobzilla
Very NIce! The Canal has always been one of my favorite maps and as as 9.95/10 for design/concept/execution. Converting to obj map and your additions will make for some unbelievable play and action. I would expect to see this obj version running on many servers!
Good job, Bjarne!
bobzilla

Posted: Sun Jan 25, 2004 5:40 pm
by Kalti
Good job Bjarne...

The piano, you'll clip it this time right ?

Don't forget to clip the barbed wire where MikePowell1944 planted a palm tree...

Posted: Sun Jan 25, 2004 8:01 pm
by Bjarne BZR
That spawn is re-constructed to look like the allies has busted through the Axis perimeter by backing in a stolen truck. :)

And the piano is fixed, yes...

Anyone have more errors they have found, don't be afraid to tell me BEFORE I release the map ;)

Posted: Sun Jan 25, 2004 8:31 pm
by Axion
Awesome work, Bjarne, it sounds like it's going to be a blast to play!

Posted: Mon Jan 26, 2004 1:02 am
by Bjarne BZR
The Canal is now done. In both OBJ and FFA/DM/TDM version. :D

Just need to BETA test them before I release them.

Posted: Mon Jan 26, 2004 4:54 am
by Bjarne BZR
I have now completed a working Liberation script for MOH:AA and made a new version of the Canal map with two prisons in it :)

Posted: Mon Jan 26, 2004 5:14 am
by Axion
SWEET. 8-)

Posted: Mon Jan 26, 2004 10:34 am
by Kalti
Bjarne BZR wrote:I have now completed a working Liberation script for MOH:AA and made a new version of the Canal map with two prisons in it :)
Haha... your turning it into a Mod ! great work :D

Posted: Mon Jan 26, 2004 10:45 am
by bdbodger
I is good when you have the original map to work from . Good going bjarne

Posted: Mon Jan 26, 2004 11:17 am
by Bjarne BZR
Just to find out if I have "re-invented the wheel": Is there any Liberation type maps for AlliedAssault out there?

Posted: Mon Jan 26, 2004 1:44 pm
by Kalti
Sorry... no idea...

Btw. did you consider a snow version ?

Posted: Mon Jan 26, 2004 1:53 pm
by Bjarne BZR
Kalti wrote:Btw. did you consider a snow version ?
Ehh.... no..... I did not....

You DID see the palmtrees, right? ;)

Posted: Mon Jan 26, 2004 2:08 pm
by Kalti
hehe... sorry i was continuing on the Canal-Mod idea.. :D

Posted: Mon Jan 26, 2004 9:13 pm
by vkdawg
Bjarne BZR wrote:I have now completed a working Liberation script for MOH:AA and made a new version of the Canal map with two prisons in it :)
Bjarne,

Will the Liberation mode work in Spearhead as well?

And to answer your question: I don't think I've ever seen a Liberation mode map in AA or Spearhead - but that's just me.