TramFight Beta2 Release


(FireFly) #1

It took me somewhat longer than expected, But finally Tramfight! beta2 is done.

Here are some ingame screenshots showing some of the new created areas…


It didn’t took me very long to figure out that the beta1 version had some gameplay issues.
Most important one was that the map was just too easy for allies to complete:
Below is a list of changes I made to the map that hopefully will fix these issues.
I also added some new features to the map that I already had planned for the beta1 release…

Here’s the (more or less) complete list of changes I made:

Gameplay:

The whole area where the wooden bridge and command post was has been replaced with an indoor structure:
containing an old castle and a church.
This forced me to make the map some 1000 units bigger.

The game now has 3 stages:

stage1) Allies must drive the tram to the old castle: Once there the iron gates in the church will open where the venom cannon (objective) lies.
The tram can not be moved untill the next stage has been completed.

stage2) Allies must steal this venom cannon and deliver it to the tram.

stage3) Allies must drive the tram ,containing the objective, to the second station.

Spawns:

  • Axis can nolonger enter the allied spawn (station1) to prevent spawnkilling

  • Allied spawn (station1) now has an alternate exit.

  • Now 24 players per team can spawn instead of 18 to avoid players to get stuck in eachother while spawning

  • The axis Spawn (station1) has moved to the south. Therefor Axis and Allies will nolonger spawn in the same room.

  • The second axis spawn (station 2) now has a third exit that will lead towards a tower (for sniping)

  • Different autospawns for both axis and allies.
    In beta1 the position of the tram would decide where players would autospawn.
    This caused allot of confusion with players as often the autospawns would constantly change within seconds.
    In this version players will only change spawns when allies manage to get the tram to the ‘old castle’.

  • The constructible flag has been replaced by a normal “capture the flag” (like in railgun) once captured players will never autospawn at the flag, but have to pick it in the limbo menu…

The tram

-The tram model has been rebuild from scratch: it’s now 1/3 smaller and is looking more realistic by adding more details. The original model was way too big. I expected that the tram would be crowded with allies, But in fact only 1 or 2 allies would board the tram. Therefor I made it smaller. I also got rid of the weapon & panzerclips covering the tram windows. For some reason they often would not stop panzers penetrating the windows.

  • Tram will now cast a shadow on the ground ( thanks to Detoeni)

The generator

  • Allies can now construct a generator that will increase the speed of the tram. Once build the tram will speed up from 120 units per second to 200 units per second (the tug in ‘railgun’ also has a speed of 200 units /sec) The speed increase only applies to the allied team: When an axis players enters the tram the speed will always remains 120 units /sec. When build, the axis can destroy the generator with dynamite only…

Note: When the generator is constructed players can use the generator to jump on the roof section of the old castle.

Misc

  • A shortcut has been created from the axis spawn towards the allied spawn to intercept the tram.
  • Players can now reach the courtyard by a shortcut from the west.
    -1 extra mg has been added that needs to be constructed ( 2 in total: 1 for axis / 1 for allies)
  • Redid the sky texture: less clouded and added a sunny sunshader to it (photoshop flares included)
  • Overall: Redid some of the existing textures, added a bunch of new custom textures and added more details to the map.
  • Some new ambient sounds where added.

Yesterday I wanted to upload the map to pcgamemods.com ,but the site seems to be gone.
As an alternative I uploaded the file to savefile.com but the problem is that the file will automatically be deleted after 14 days.

Anyway here’s the link to tramfight_beta2: http://www.savefile.com/files/2007192

EDIT: New mirrors have been added :smiley:
http://new-etmaps3.de/maps/trmfght_beta2.rar ( thank you chiemseeman)
http://returntocastlewolfenstein.filefront.com/file/;47065( thank you Northerner)
http://wolfmap.gameprophets.com/details.php?file_id=1268 ( thank you Berzerkr)

Like always: Any suggestions, comments or bug-reports that will help me improve this map will be more than welcome…

Firefly,


(kamikazee) #2

Nice screenies, I’ll give it a try. :wink:


(EB) #3

Sexier than before. Too bad I don’t play the game…hehe.


(Pytox) #4

Nice screenies, i will have a look at the map :slight_smile:


(kamikazee) #5

1 misc. error found: the allied MG 42 close to station 1 has a wrong ‘track’ key/value. It says “You are near the axis MG42”.


(Tranny) #6

Screens look great. Downloading now.


(FireFly) #7

Just checked that MG42 within radiant, you’re right it , It has the wrong track: It should say “You are near the Allied MG42”. I hope not to many of these errors will pop up. Nice spotting kamikazee, This will be on the “needs-to-be-fixed-list” for the final release of the map…


(Northerner) #8

great job firefly, this should improve your map a LOT! and i love your little logo on your pictures! way cool & professional looking!

i also got your map mirrored on rtcwfiles.com
http://returntocastlewolfenstein.filefront.com/file/;47065


(blushing_bride) #9

this map is amazing.Surely one of the most finely crafted and high quality ET maps ever made. Honestly i might need to change my name to gushing_bride after seeing this.


(Uchronic) #10

This map is really awesome. What a great design.
The only flaw is that when I play it, I love to look at your work instead of fraggin’
:smiley:


(jtiger) #11

Looking foward to playing it, looks very professional.


(Floris) #12

/callvote putteam firefly splashdamage
:stuck_out_tongue:

Very nice map! I’ll enjoy playing this just like the first beta… :]


(Shaderman) #13

Looks really nice! Have to find some time to play it :frowning:


(TheTrooper) #14

Really GREAT MAP !!! :banana: 2nd error is when player is inside the train there is annoying tip “You are near the Train” displayed on the screen all the time. I think that maybe You will consider destructable train, or when the venom is secured in the train, you must construct generator to move forward. 3rd error is in objectives description, there is that allies must secure document in the train, not venom gun. :clap: :clap: :clap: :clap: :clap:


(MrLego) #15

It may need a track barrier for the tram on the second half to delay the allies a bit after they secure the gun in the tram - that final run seems a little too short.

Very nice update to the map.

:drink:


(FireFly) #16

Thanks for all the kind words…It’s always exciting when you release a new map or a newer version of a map…

I have to admit that creating this beta2 version was far from easy and there were times when I wanted to drop the whole project… A good example is the rotating venom gun. Inspired by the doom3 multiplayer game I wanted the objective to be rotating AND casting a shadow. This took me 2 weeks of testing, every day getting more and more frustrating: I still remember the day when I got it figured out: Me dancing through our living room while my eldest son says: “So you finally made it work?”

Hinting was hell on this map: I wanted to keep r_speeds to a max of 25k (like all my previous maps) I’m still amazed that there’s just one spot ( between the axis and the allied MG42) giving 32k… Thank god for hint brushes. :smiley:

2nd error is when player is inside the train there is annoying tip “You are near the Train” displayed on the screen all the time.

I agree It’s very annoying but it’s not an error. Just like the tug in railgun and the tanks in goldrush & fueldump you will get this display on your screen, I’m afraid there’s nothing I can do about this.

I think that maybe You will consider destructible train, or when the venom is secured in the train you must construct generator to move forward

I still haven’t played the map yet on a server hosting the map (still to early) but if the beta2 version is still too easy for the allies I will give them hell on the final version

3rd error is in objectives description, there is that allies must secure document in the train, not venom gun.

Oops! You’re absolutely right. A leftover from the beta1 version that I forgot to update…Will be fixed in the final release, thanks for spotting this…

It may need a track barrier for the tram on the second half to delay the allies a bit after they secure the gun in the tram - that final run seems a little too short

In the beta1 version axis would spawn at the flag if they owned the flag. This was a big gameplay issue in the beta1 version.In the beta2 version this is not the case: Even when they own the flag they will autospawn at their 2nd spawn.Wich will give the axis team ( hopefully) time enough to intercept the tram before it reaches the second station. If this is not the case I will add some kind of barrier on the second half offthe track for the allied team to destroy…


(Sauron|EFG) #17

I want to use the venom to shoot the bad guys. :stuck_out_tongue:

It’s a shame shooting from the tram is so buggy, that sometimes makes it annoying to escort it.
Other than that (which isn’t even your fault) this is a really nice map. :smiley:


(Shaderman) #18

Just a thought. Shouldn’t it work if you setstate invisible the TOI when someone is in the train and setting it back with setstate default when noeone is inside?


(FireFly) #19

I want to use the venom to shoot the bad guys.

Nah,Bad idea: Instead of “panzerpussy” they will say:“hey venompussy, use a real gun instead”

It’s a shame shooting from the tram is so buggy, that sometimes makes it annoying to escort it.

I agree,the railgun tug has the same issues, my tip is: once you’re inside of the tram go prone…

…this is a really nice map.

You just earned some koekjes…


(FireFly) #20

Just a thought. Shouldn’t it work if you setstate invisible the TOI when someone is in the train and setting it back with setstate default when noeone is inside?

Yes , this would be possible by scripting. The only problem would be once the TOI is invisible, the tram icon on the command map would also invisible. In this map the tram is a very important objective, so players need to see where the tram is on their command map…