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Thread: [MAP] Thud in the Sand

  1. #1
    Senior Member WuTangH's Avatar
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    [MAP] Thud in the Sand

    This is the 1st released playable version.
    The map is situated in small egypt-style town, and ends up in underground axis bunkers.




    Objectives:
    Allies:
    Primary: Steal the Dynamite and deliver it to the Truck.
    Primary: Escort the Truck and Destroy City gate.
    Primary: Destroy Tunnels Gate to gain access into underground bunkers.
    Primary: Use button in Control Cabin to move rockets out of Safe.
    Primary: Steal Captains Key from his table and deliver it to the Safe to open it.
    Primary: Steal the Case, Moneypack 1 and Moneypack 2, and deliver them to the green truck in Rich part of City.
    Secondary: Destroy Hovel Wall to gain one more acess to Dynamite.

    Axis:
    Defend, defend, defend, go on a cig, and defend again.
    Also feel free to build Truck barrier.


    IMG 1 ----- IMG 2 ----- IMG3 ------ IMG4 ----- IMG5

    IMG 6 ----- IMG 7 ----- IMG8 ------ IMG9 ----- IMG10


    Download from DA
    Download from Wolfenstein4ever
    Download from Wolffiles
    Download from TWT site

    Download Waypoints

    Last edited by WuTangH; 17th Apr 2016 at 11:19.

  2. #2

    Re: [MAP] Thud in the Sand

    Congratulations on the release. It was really interesting to follow your development process and bringing a map all the way to a functioning release takes quite a lot.
    I really like your atmosphere and especially the interior is nicely designed. I especially like where you cut from terrain to pavement and you have those loose tiles that are perfectly matching the texture. Another example would be the mesh fence in the cave to stop possible falling stones. Things like these significantly increase the development time, but imo they make the map so much more atmospheric, so good job!
    I see it's running on DA so maybe I'll join for some gameplay testing in the coming days.

    One general note: When you give your .pk3 a version (*_b1.pk3) then you also should give your .bsp the same version number! This makes future development and overview way easier.

    Cheers and congratulations again

  3. #3

    Re: [MAP] Thud in the Sand

    Looks nice so far. Are omnibot waypoints on the way?

  4. #4
    Senior Member WuTangH's Avatar
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    Re: [MAP] Thud in the Sand

    Thanks for feedback guys.. Ive played it already with 8v8 and for old PCs FPS wasnt as good as I imagined eh.. but could be worse

    @Micha: Yes, my clanmate Lammert is working on it. ...but I dont know when it will be ready.

  5. #5

    Re: [MAP] Thud in the Sand

    I'm an engineer, lets just asume I'm right...


  6. #6

    Re: [MAP] Thud in the Sand

    other mirror http://enemyterritory-stuff.net/files/
    just waiting for the waypoints
    nice to see a new Et map again
    thanks

  7. #7

    Re: [MAP] Thud in the Sand

    Just gave it a test on Wolffiles and its a belter WuTangH great looking map and fun to play be interesting to see how it pans out with a busier server with only the one way into the base!
    All the very Best Dogster

  8. #8

    Re: [MAP] Thud in the Sand

    Always cool with new custom maps for W:ET. Good job!
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  9. #9
    Senior Member WuTangH's Avatar
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    Re: [MAP] Thud in the Sand

    Yo, Thanks all!

    Played it few times and the tunnel is idd a hard part for attackers, however allies still managed to do some objectives with help of smoke or panzer..
    Anyway, I suggest that server admin increase axis respawn time until I release another version or a scriptfix..because I wont have much time to do it in upcoming weeks.

  10. #10

    Re: [MAP] Thud in the Sand

    [UJE]Niek already made a basic template for the bots.
    It should be playable and nothing fancy
    Download here
    Can be that I will polish it with script etc (when I have time)

  11. #11

    Re: [MAP] Thud in the Sand

    Quote Originally Posted by WuTangH View Post
    Yo, Thanks all!

    Played it few times and the tunnel is idd a hard part for attackers, however allies still managed to do some objectives with help of smoke or panzer..
    Anyway, I suggest that server admin increase axis respawn time until I release another version or a scriptfix..because I wont have much time to do it in upcoming weeks.
    we added it today , really a nice map to play and yes the tunel is the hard part of the map :d


    great job guys

    here right to can increase the axis respawn times ?

    game_manager
    {
    spawn
    {
    wait 200
    wm_allied_respawntime 20
    wm_axis_respawntime 20
    wm_set_round_timelimit 30
    Last edited by macbeth; 18th Apr 2016 at 10:06.

  12. #12
    Senior Member WuTangH's Avatar
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    Re: [MAP] Thud in the Sand

    Yup, there are no more spawntime scripts

  13. #13

    Re: [MAP] Thud in the Sand

    Quote Originally Posted by WuTangH View Post
    Yup, there are no more spawntime scripts
    but for how much is the best to increase ? 25 ?

  14. #14
    Senior Member WuTangH's Avatar
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    Re: [MAP] Thud in the Sand

    When I played as defender there were moments without allies at all, so maybe its better to make allied respawn smaller.. Try something like this:

    wm_allied_respawntime 16
    wm_axis_respawntime 23

  15. #15

    Re: [MAP] Thud in the Sand

    oki will do that later today and will post the script
    thanks Wuty

  16. #16
    Tapir Daddy -SSF-Sage's Avatar
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    Re: [MAP] Thud in the Sand

    This looks like a nice project! I like the environment and nice small ideas you got. Also the outside has it's own special look that seems fresh and nice. Congratulations on the first release and best of luck to finishing the project! Thank you!
    The m4st3r of making c0nfus1ng p0sts!

    0110111001101111011011010111001101100111

  17. #17

    Re: [MAP] Thud in the Sand

    for the next release please can you try to modyfy a lil

    "the map looks very good apart from the very end which could be camped with only one exit from tunnel"

    they played at web server and doggy thinks will be good

  18. #18

    Re: [MAP] Thud in the Sand

    Quote Originally Posted by WuTangH View Post
    When I played as defender there were moments without allies at all, so maybe its better to make allied respawn smaller.. Try something like this:
    http://enemyterritory-stuff.net/file...respawn-times/

    i added a script

  19. #19

    Re: [MAP] Thud in the Sand

    Quote Originally Posted by Lammert View Post
    [UJE]Niek already made a basic template for the bots.
    It should be playable and nothing fancy
    Download here
    Can be that I will polish it with script etc (when I have time)
    a lil problem with the bots for this objective
    Primary: Steal the case, moneypack 1 and moneypack 2 and deliver them to the green truck in the rich part of city.

    first they move back here:2016-04-19-120117-tits.jpg

    and a fps not so good for allies at the area of their first sapwn
    Last edited by macbeth; 19th Apr 2016 at 12:20.

  20. #20

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