Praetoria Tease


(Diego) #1

Some WIP images from the map that I had to split into two parts. You should be able to click on them to open up the full 1280x1024 sizes on another page.

Mission Two: Hell on Wheels

Mission Three: Supersonic

Going to start some private testing of the revised Mission 2 objectives this week. Mission 3 objectives work fine, but it needs some layout adjustments because of the split. Both maps are still in flux with light, texture, sound, and the amount of detail.

The sad thing about all this, the area in Mission 3 was the first stuff I started back in 2004 when I didn’t know what the hell I was doing. I’ve rebuilt it 6 or 7 times over the years. This makes the second time I’ve had to split the map. Conceptually, Missions 1,2, and 3 were going to be 1 big map. Obviously I still tend to build the damn things too big. So this split will hopefully result in two smaller, better maps.


(Pegazus) #2

Looking good diego.
Any objective info you can already share to us?


(Diego) #3

Mission Two:
The allies have to breach the Praetoria Depot and steal fuel for their tank. Then escort it out to another tunnel exit. The catch is they have to upgrade the tank and try to escape before the Axis Anti-tank gun penetrates their upgraded armor and destroys the tank completely. It works similar to goldrush right now. Steal 2 cans of fuel and take them to the tank. Once loaded, you escort it out the front gate.

Mission Three:
The allies have captured the Praetoria Depot Yard. They have to use the Rail Tug to steal a prototype supersonic jet engine. Use the cranes to transfer the engine to a truck and escort the truck to the exit. (That exit used to be the front gate that you see in mission 2, but now I need to build a new exit to reduce the size of the map)


(stealth6) #4

lol I was about to say probably escorting a truck with an objective in it.
Then I remembered a topic a few months? back.

I hope its that then the name “Hell on wheels” is pretty sweet

EDIT: lol posted just before me, can’t wait to see the tank :smiley: drooling on keyboard


(Pegazus) #5

[quote=Diego;190469]Mission Two:
The allies have to breach the Praetoria Depot and steal fuel for their tank. Then escort it out to another tunnel exit. The catch is they have to upgrade the tank and try to escape before the Axis Anti-tank gun penetrates their upgraded armor and destroys the tank completely. It works similar to goldrush right now. Steal 2 cans of fuel and take them to the tank. Once loaded, you escort it out the front gate.
[/quote]

Is it about that tank, what you talked in the thread “do you want fries with that tank upgrade”?
I remember when i got excited about that tank and already thought that it wont see the daylight.


(aaa3) #6

im so happy to see this!!!

btw,… something is not all right… ;( ;?
originally, we had mission1, 2 and 3, after you had to slit the 1 map into partrs. this can be confirmed by, that your website had 3 ones too, even before u had to split mission 2 into 2 parts. so, now mission 2 becomes 2 and 3, AND M3 BECOMES M4. but now we see one map less. :((((((( we are ripped offf!!! ;p

maybe you merged the original m3 with the latter part of m2, its all ok then (i hope nothing changed^^ im always interested in “how the original was” and how it evolved; eg loving the old et pictures before the games release), but maybe you simply deleted it, thinking its too much? :((


(Diego) #7

[QUOTE=Pegazus;190472]Is it about that tank, what you talked in the thread “do you want fries with that tank upgrade”?
I remember when i got excited about that tank and already thought that it wont see the daylight.[/QUOTE]

Yeah, the tank is Hell on Wheels. The name pulls double duty. It was also the name of the Second Armor Division during ww2.

I revamped the upgrade system a lot since I posted the “fries” post. Cleaner scripting and hopefully easier for new players to pick up. I’ve spent months and months on that scripting and was always disappointed that the tank escort was so short after going through all that trouble.
So this way you get longer escort. It takes more shots from the Anti-tank gun to destroy it though because now the axis can shoot at the tank coming and going.


(Diego) #8

[QUOTE=aaa3;190477]im so happy to see this!!!

btw,… something is not all right… ;( ;?
originally, we had mission1, 2 and 3, after you had to slit the 1 map into partrs. this can be confirmed by, that your website had 3 ones too, even before u had to split mission 2 into 2 parts. so, now mission 2 becomes 2 and 3, AND M3 BECOMES M4. but now we see one map less. :((((((( we are ripped offf!!! ;p

maybe you merged the original m3 with the latter part of m2, its all ok then (i hope nothing changed^^ im always interested in “how the original was” and how it evolved; eg loving the old et pictures before the games release), but maybe you simply deleted it, thinking its too much? :(([/QUOTE]

LOL Busted. Hasn’t that website gone down yet? I’m not on Charter anymore. Guess I should change my signature.
Drop Zone would now be Mission 4. I’m still mulling it over in my head, but for now that is as far as that one has gotten.


(aaa3) #9

oh ok cool, i was only worried about its gone, but now its confirmed it does indeed exists then no prob


(Flippy) #10

I’ve always found this map very nice looking. It looks really promising. I hope the gameplay lives up to the screenshots… Do the missions kind of form one ‘story’, even after splitting the map so many times? Would be sweet to play the missions one after the other in a campaign if that’s true, sort of like a single player multi player story :tongue:


(Magic) #11

Looks very nice Diego - i love the sky.


(S14Y3R) #12

Looks awesome! Hope your playtesting is glitch free for a speedy release.

Script bugs suxor.


(Diego) #13

Yes all of the missions are part of one story. I had no idea about game limitations when I started this thing so it was originally going to be a crazy kind of super map that lasted 60-90 minutes. hehe. Yeah, I was sooo noob.

With each mission, the allies start off in a location formerly occupied by the axis. In mission 2, the allies now have control of the big bunker from Mission 1. In Mission 3, the allies will control the Depot that the axis control in Mission 2. I try to keep continuity between the maps, but that’s just a guideline, not a rule. I had to significantly alter the interior of the big bunker from mission 1 in order to improve the gameplay on mission 2.

@S14Y3R
I will try to get as many glitches resolved as possible. But I do plan to release Beta versions of these maps to the public before I finalize them.


(Pegazus) #14

[quote=Diego;190509]
@S14Y3R
I will try to get as many glitches resolved as possible. But I do plan to release Beta versions of these maps to the public before I finalize them.[/quote]

I for one can’t wait for this one. :slight_smile:


(Pande) #15

Needs more detail imo, but looking great!

Also, fix those sandbags, they look really ugly no offense. :slight_smile:

Lastly, don’t forget -dirt mapping it at the end! it will take longer but really worth it with no cost to ingame fps! I say this because your shadows are really lost during bounce. Also, you may be interested in -dump, and then deleteing the bounce lights in some areas.


(Diego) #16

Well the results are in for our first test of the new mission 2.

MAX_GAMESTATE_CHARS

This damn thing just won’t leave me alone. Well I’ll see what else I can strip out.


(.Chris.) #17

Holy shit!

Very nice work, I hope you will make the transition to Wolfenstein mapping at some point, you could prob make maps like this all day long and not have to worry about limitations like you are now.


(Diego) #18

[QUOTE=Pande;190523]Needs more detail imo, but looking great!

Also, fix those sandbags, they look really ugly no offense. :slight_smile:

Lastly, don’t forget -dirt mapping it at the end! it will take longer but really worth it with no cost to ingame fps! I say this because your shadows are really lost during bounce. Also, you may be interested in -dump, and then deleteing the bounce lights in some areas.[/QUOTE]

I tried that dirt setting once. Really blackend the compile. It’s kind of hard for me to judge the lighting right now. My new LCD monitor doesn’t have a lot of contrast and I don’t have enough space to hook up my CRT next to it. But I’m not a big fan of super black shadows. I like to be able to see where I’m going. I’m not making a map for a survival horror or a stealth game. Besides, players will just crank up their brightness settings even more so they have the edge in mulitplayer.

Yeah, those sandbags are ugly. I got kind of lazy. But I like them better than the ET models.


(Pande) #19

et has sandbags?


(Pegazus) #20

Yes
mapobjects/miltary_trim/* * * * * 2 models.