Finally - Capuzzo Airport Final!


(-SSF-Sage) #1

Hello!

Capuzzo Airport has seen a lot of things:

-Over 7 Years of life
-10 Semi public ET versions
-200 private ET versions
-Way too many changes
-4 different games
-Many new great friends
-Countless great memories
-Many many take offs with the plane

But finally Me and Pegazus can proudly present The Capuzzo Airport Final version! Thank you to everyone who participated in all these years!

Story:

January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to break into the airport, steal the blueprints and escape with a Supermarine Seafire.

Most important changes:

-Great gameplay
-Improved FPS
-More players with stability
-Better looks
-Fly away with the plane :slight_smile:

Complete list of all the many changes can be found in readme file.

Screenshots:





Full readme:

//===================================================================================================>>>
// Mapname : Capuzzo Airport
// BSPname : capuzzo
// Released: 26.04.2015
// Version : Final version
//
// Map made by: -SSF-Sage and Pegazus from SM-Mapping
//
// Contact Sage	  	: ssf.sage at gmail dot com 	 //-SSF-Sage @ splashdamage.com/forums (prefered)
// Contact Pegazus	: Fruity12 at hot dot ee 	// Pegazus   @ splashdamage.com/forums (prefered)
// SM-Mapping site:  http://www.hot.ee/smmapping/
//===================================================================================================>>>


Please contact us for any feedback, suggestions, constructive critisism, bug report etc.

=======================================================

Story:

	January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered 
	a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to 
	break into the airport, steal the blueprints and escape with a Supermarine Seafire.

=======================================================

Objectives:


	Allies:
		1] Escort the Tank past the Tank Tarrier #1
		2] Escort the Tank past the Tank Tarrier #2
		3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
		4] Destroy the Command House wall, the enemy aircraft with the tank
		5] Send a message (takes 45 seconds) for the pilot to land in
		6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure

	Axis:
		1] Prevent the Tank from passing the Tank Tarrier #1
		2] Prevent the Tank from passing the Tank Tarrier #2
		3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
		4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
		5] Prevent the Allies from sending a signal for their pilot
		6] Prevent the Allies from stealing the blueprints and escaping with them

=======================================================

Performance:

	FPS boost is based on your height position. Using doublejump or climbing hills might lower your FPS. But even if you do, FPS is still better than before.

	On NQ mod use /g_doublejumpheight 1.15 or less to remain better performance.

	On other mods use /r_showtris 2 and see how high you can doublejump before the house draws what is behind it.


Recommendations:


	Use b_moverscale 1 (default value) or otherwise the plane sounds will not work correctly. 
	The tank moves a bit faster than normally, so there is no reason to use higher values anyway.
		
For german servers:

	According to research we and many others did, the signs on the planes can be shown on german servers.

Disclaimer:
	
	This is a fifth beta test version to be tested on given servers. The content of the map may be changed 
	after this version. We can not be held responsible for anything.

=======================================================

Credits:

Bradburger			 		
	Base for the seafire sounds

JillianCallahan		 		
	Base for the seafire stopping sounds
	
Jesters-Ink & Buglord		 	
	Base for the Fw-190 texture

Jester, Robo, Kristorf and FBS  
	Base for the Seafire texture

Emel 						
	Base for the Bf-109 texture

=======================================================

Map testing:

//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!


Members and players from:


 Bunker Community
 http://bunker.aaxxss.com/

 EFT Clan
 http://www.eft-clan.com/

 Slut Clan
 http://slutforum.forumcircle.com/

 UJE Clan
 http://www.ujeclan.com/

 Fearless Assassins Community
 http://fearless-assassins.com/

 Dark Alchemy Community
 http://www.dark-alchemy.com/

 {WeB} Clan
 http://webclan.freeforums.org/


Special thanks to:


 o-0._.0-o   from     |>B<|  Community

 Avoc        from     eft//  Clan		

 Shagileo    from     [Slut] Clan

 Niek        from     [UJE]  Clan

 Daredevil   from     =F|A=  Community

 Old-Owl     from     DA     Community

 GANG$TA     from     {WeB}  Clan

=======================================================
Installation:

	Put the pk3 file into your Etmain folder.


Uninstallation:

	Delete the pk3 file from your Etmain folder.
=====================================================


Changelog:


In the 3 versions of the FP:

	-Spawning positions are heavily changed and new ones added
	-New spawntimes and roundlimit
	-2 new houses added
	-First 2 caves, the start of the map and the journey between barrier1-barrier2 are shortened
	-A lot of other minor changes to balance, fix bugs and glitches etc.

Beta 1

	-Quite a lot different changes. Can be hard to spot. 
	-For example some parts are scaled 
	-bugs fixed 
	-some new details 
	-smaller gameplay changes
	-vo's added
	
Beta 2

  -2 megs smaller pk3
  -Added cave spawn for Allies
  -Roundlimit starts with 10 mins and +5 mins at each stage (total 30)
  -Radio transmitting time doubled
  -New spawntimes 
  -Barriers now require +50% chargebar to be constructed
  -Moved the city spawn few meters further away from Barrier1
  -Moved Barrier2 few meters closer to allies
  -Moved CP house few meters closer to Airport
  -Some small changes to improve access
  -Little mountain edit at the map start
  -Radio trigger is easier to press
  -Added some lights
  -Closed down a house at Airport
  -Improved palm clipping 
  -Rocks have 100% accurate clipping
  -Some new details
  -Added little variety on terrain
  -Added a wooden bridge over barrier1 to fight trickplanting

Beta 3

  -Some minor bug fixes
  -More signs for navigation (+moved antenna near radio)
  -Changed objective numbers
  -Roundlimit starts with 15 mins, get 15 min more after barrier2
  -Radio transmitting time is now 45 secs
  -Radio button improved
  -Fixed tank road mine bug
  -Greater roof access
  -Removed a couple doors
  -Greater radio room access

Beta 4

  -Shortened many sound, shader and model names to save few configstrings on networking
  -Ladders on water tanks
  -Inside light and detail pass
  -Tank sound bug fixed
  -Antenna and radio light when transmitting
  -Improved signs

Beta 5

  -Improved FPS in general
  -FPS boosts when staying on ground and behind houses
  -Less vertices for GFX card to draw
  -Less entities for game to load 
  -Little lighter networking by shortening configstrings
  -More players before lagging
  -Fixed Radio button
  -Shortened Allied map start a bit
  -Moved Axis City spawnhouse a bit
  -Barriers chargebar 150%->125%
  -Added details and lights
  -Possibility to fly with the plane to the sky
  -Edited VO's at airport
  -Some Airport houses are edited
  -Closed some houses windows to improve FPS
  -Remade most of the houses (without visual difference)
  -Moved the tank spot that enables building CP 5 meters further
  -Command house doors are regular doors now
  -Axis Default spawn Garage before CP is built
  -Bigger doorways in last Axis Spawn
  -Fixed small bugs
  -Many other small changes

Download from Wolffiles

Download from original link

Omnibot waypoints!


Edited. Thank you for the download link, Wolffiles.de!


(Pegazus) #2

I can not believe Sage and I did it. Who would have guessed that there ever would be a final of Capuzzo Airport? Not even us did for some time! Thank you all who helped Capuzzo Aiport become what it is today after all these years.

And if you feel like you want more action be sure to check out SP version of Capuzzo Airport for RCTW - http://forums.warchest.com/showthread.php/31673-Release-SP-Capuzzo-3-maps

Thank you again to all :slight_smile:


(KeMoN) #3

It is so great to see such a dedication towards a project. Thanks to both of you for all your effort! This is a wonderful map and I will surely enjoy all the coming hours of playing it! I will have a closer look on the changes and readME tomorrow.


(hellreturn) #4

Added on our hardcore server. Thank you for the map :slight_smile:

Server IP: hc.clan-fa.com:27960


(Mateos) #5

Thank you for keeping the good work on it, appreciated :slight_smile:

Any other projects planned regarding ET? :stuck_out_tongue:


(Teuthis) #6

Nice Map, good work. Highly appreciate your work sage


(twt_thunder) #7

greeeaaat!! love it dudes, one of my favorites just got better!!!


(CS_kOoL) #8

Thanks for your hard work since any years and thanks too for sharing this great new !


(KeMoN) #9


Someone please confirm that this is in fact my fault and local and not a waste of the simple “capuzzo” .bsp name :frowning:

Other than that great work! Some new details here and there and better functionality (team door at obj and radio at obj)!


(-SSF-Sage) #10

[QUOTE=KeMoN;526439]



Someone please confirm that this is in fact my fault and local and not a waste of the simple “capuzzo” .bsp name :frowning:

Other than that great work! Some new details here and there and better functionality (team door at obj and radio at obj)![/QUOTE]

Hmm this antenna texture has been unchanged for couple betas already and it has not been reported. It uses original shader from SD textures/fueldump/atruss_m06a. The texture the shader points to is 64x64, so in power of two. Are you sure you don’t have any extra pk3’s in your folders that might replace this?


(KeMoN) #11

Indeed yes, sorry to create a fuzz. It was caused by the rtcw version of this texture.
I have a .pk3 with all the standard rtcw textures in the directory for mapping and this one had a size of 65x64 pixels. Quite weird though, since it is, like I said, a standard rtcw texture. Anyways, nothing to worry about.


(-SSF-Sage) #12

[QUOTE=KeMoN;526450]Indeed yes, sorry to create a fuzz. It was caused by the rtcw version of this texture.
I have a .pk3 with all the standard rtcw textures in the directory for mapping and this one had a size of 65x64 pixels. Quite weird though, since it is, like I said, a standard rtcw texture. Anyways, nothing to worry about.[/QUOTE]

Am glad that it got solved out and that it was not the map. It has been beta tested for 6 years now so I would have been quite surprised. :slight_smile:


(-SSF-Sage) #13

[QUOTE=Mateos;526420]
Any other projects planned regarding ET? :P[/QUOTE]

Yes we have been restarting on working on a new map. It was lacking a palace interior, but it has been starting to fill. :slight_smile:

http://forums.warchest.com/showthread.php/38590-Map-WIP-S-amp-M-is-back-with-Greece-setting!


(stealth6) #14

Last I heard you were having FPS troubles with that map. You solved that?

Also

lol :smiley:


(Pegazus) #15

That map is going to be resources demanding but we are doing our best to keep FPS stable. And well I do not want to give any promises but it is looking very optimistic that it is going to get finished soon, just hopefully not in the next 7 years as was the case for Capuzzo Airport :rolleyes:


(stealth6) #16

You could aim for the 20 year W:ET anniversary. It could coincide with the release of ET:Legacy:Legacy! :smiley:


(-SSF-Sage) #17

[QUOTE=stealth6;526491]Last I heard you were having FPS troubles with that map. You solved that?

Also

lol :D[/QUOTE]

:smiley: Haha optimistic. Well chances were for it to happen. But the time really was not right for us to work on it at that winter. Real life took all our time and then it got delayed.

Well FPS problems on that very Green map. Yes and no. It probably will air around Fueldump series, possibly bit higher with big server. Obviously with such an open city all players will be in same general area and will mostly be drawn same time. So it might not be stable with 64 players. If testing will show bad results, the city might need a divider in the centre. Some houses were relayouted and hinted after that time, so aslong as you are not standing on roof height, some areas are blocked. But we will make it happen one way or other.


(tjimboo) #18

great map and had many fun hours on it… so up on our server as from today!

Great work guys!


(-SSF-Sage) #19

Omnibot waypoints released!

Link


(twt_thunder) #20

ET was never made for more than 32, nor is it today nessecary with todays playerbase^^