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#21
peyote

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set obj1 "set g_gametype 2; map castleattack_b5 ; set nextmap vstr obj2"
set obj2 "set g_gametype 2; map et_ice ; set nextmap vstr obj3"
set obj3 "set g_gametype 2; map wurttemberg_b2 ; set nextmap vstr obj4"
set obj4 "set g_gametype 2; map bergen ; set nextmap vstr obj5"
set obj5 "set g_gametype 2; map battery ; set nextmap vstr obj6"
set obj6 "set g_gametype 2; map et_village ; set nextmap vstr obj7"
set obj7 "set g_gametype 2; map oasis ; set nextmap vstr obj8"
set obj8 "set g_gametype 2; map mp_sub_rc1 ; set nextmap vstr obj9"
set obj9 "set g_gametype 2; map venice ; set nextmap vstr obj10"
set obj10 "set g_gametype 2; map parisbastille_b3 ; set nextmap vstr obj11"
set obj11 "set g_gametype 2; map fueldump_mod ; set nextmap vstr obj12"
set obj12 "set g_gametype 2; map notw ; set nextmap vstr obj13"
set obj13 "set g_gametype 2; map road2amiens_b2 ; set nextmap vstr obj14"
set obj14 "set g_gametype 2; map radar ; set nextmap vstr obj15"
set obj15 "set g_gametype 2; map steelplant2 ; set nextmap vstr obj16"
set obj16 "set g_gametype 2; map secradar3_final ; set nextmap vstr obj17"
set obj17 "set g_gametype 2; map temple_final ; set nextmap vstr obj18"
set obj18 "set g_gametype 2; map vio_grail ; set nextmap vstr obj19"
set obj19 "set g_gametype 2; map radar ; set nextmap vstr obj20"
set obj20 "set g_gametype 2; map base55 ; set nextmap vstr obj21"
set obj21 "set g_gametype 2; map weisbaden_final ; set nextmap vstr obj22"
set obj22 "set g_gametype 2; map ruins23 ; set nextmap vstr obj1"

done

removed: citadel_obj, invertedgoldrush_b1, radiochatterii2, rjuken

Edited by peyote, 29 April 2010 - 01:24 AM.


#22
onyxgamer

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Please remove inverted goldrush. The map is full of bugs and clumsily made.

1. The MG at Truck Barrier 2 points in the wrong direction. I don't think anyone wants to hover in the air shooting a wall 1 inch away from you
2. The tank's repair-box is too far in front - you can't repair tank from back, you can repair tank from an oddly large distance in front
3. The truck's hitbox is offset to the back. You can basically run into the truck from the front and stand inside it, and on the back the air will push you away.


since goldrush is a standard map in the gtkradiant, i think i can easily redo the map.
so bring me all the bugs you found and ill start working on it till its fixed :)

#23
peyote

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no idea how invertedgoldrush has been done.. I suppose some weird trick has been used instead of using the source and radiant..
Probably if you take the source, invert the map ... compile again.. you should be already on a better track then inverted goldrush - although I can't think of any other way doing that.. but invertedgoldrush has som many missaligned textures.. kinda weird.

If inverting makes texture troubles .. try this:
Convert map to ase, caulk all original map, import ase as non solid, invert the map - compile.
This will make sure clipping is correct, and the ase will make sure it looks correct. But maybe that makes new troubles aswell.

#24
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no idea how invertedgoldrush has been done.. I suppose some weird trick has been used instead of using the source and radiant..
Probably if you take the source, invert the map ... compile again.. you should be already on a better track then inverted goldrush - although I can't think of any other way doing that.. but invertedgoldrush has som many missaligned textures.. kinda weird.

If inverting makes texture troubles .. try this:
Convert map to ase, caulk all original map, import ase as non solid, invert the map - compile.
This will make sure clipping is correct, and the ase will make sure it looks correct. But maybe that makes new troubles aswell.

so far the biggest problem are the models, they cant be mirrored so they somehow get scattered across the radiant galaxy, i can copy paste stuff, but there are so many of them...
about the textures... only windows and some crates need readjustments, but nothing complicated there.

edit: might have found a way, export all models, invert the y ass and after inverting the map, import them again.. time consuming.

Edited by onyxgamer, 29 April 2010 - 08:08 PM.


#25
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what bout to lower the spawntime for defending team at oasis,das boot and venice(havent checked the other maps yet) from 30 to 25 atleast(after CP is built)?
becuz even if u build CP it still stays 30 and it is very hard to defend the objective.
what do u think about the spawnshields?if u start to shoot enemy, it would be nice
to see it disappearing instantly,like we used to have some days.
one question more, is syringe and kick distance now way much longer or do players
using now mega injectors and ultra boots? :construction:

#26
UndeadWarrior

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i would like to suggest something in replace of the current campaign we have. We have now from pey's last post :)

set obj1 "set g_gametype 2; map castleattack_b5 ; set nextmap vstr obj2" ALLIES ATTACK
set obj2 "set g_gametype 2; map et_ice ; set nextmap vstr obj3" AXIS ATTACK
set obj3 "set g_gametype 2; map wurttemberg_b2 ; set nextmap vstr obj4" ALLIES ATTACK
set obj4 "set g_gametype 2; map bergen ; set nextmap vstr obj5" ALLIES ATTACK
set obj5 "set g_gametype 2; map battery ; set nextmap vstr obj6" ALLIES ATTACK
set obj6 "set g_gametype 2; map et_village ; set nextmap vstr obj7" ALLIES ATTACK
set obj7 "set g_gametype 2; map oasis ; set nextmap vstr obj8" ALLIES ATTACK
set obj8 "set g_gametype 2; map mp_sub_rc1 ; set nextmap vstr obj9" ALLIES ATTACK
set obj9 "set g_gametype 2; map venice ; set nextmap vstr obj10" ALLIES ATTACK
set obj10 "set g_gametype 2; map parisbastille_b3 ; set nextmap vstr obj11" AXIS ATTACK
set obj11 "set g_gametype 2; map fueldump_mod ; set nextmap vstr obj12" ALLIES ATTACK
set obj12 "set g_gametype 2; map notw ; set nextmap vstr obj13" AXIS ATTACK
set obj13 "set g_gametype 2; map road2amiens_b2 ; set nextmap vstr obj14"
set obj14 "set g_gametype 2; map radar ; set nextmap vstr obj15" ALLIES ATTACK
set obj15 "set g_gametype 2; map steelplant2 ; set nextmap vstr obj16" ALLIES ATTACK
set obj16 "set g_gametype 2; map secradar3_final ; set nextmap vstr obj17" ALLIES ATTACK
set obj17 "set g_gametype 2; map temple_final ; set nextmap vstr obj18" ALLIES ATTACK
set obj18 "set g_gametype 2; map vio_grail ; set nextmap vstr obj19" ALLIES ATTACK
set obj19 "set g_gametype 2; map radar ; set nextmap vstr obj20" ALLIES ATTACK
set obj20 "set g_gametype 2; map base55 ; set nextmap vstr obj21" ALLIES ATTACK
set obj21 "set g_gametype 2; map weisbaden_final ; set nextmap vstr obj22" ALLIES ATTACK
set obj22 "set g_gametype 2; map ruins23 ; set nextmap vstr obj1" AXIS ATTACK

there is twice radar in it :)
There is to much allies attack in a row imho, therefor i would like to see it change to

set obj1 "set g_gametype 2; map castleattack_b5 ; set nextmap vstr obj2" ALLIES ATTACK
set obj2 "set g_gametype 2; map et_ice ; set nextmap vstr obj3" AXIS ATTACK
set obj3 "set g_gametype 2; map wurttemberg_b2 ; set nextmap vstr obj4" ALLIES ATTACK
set obj4 "set g_gametype 2; map bergen ; set nextmap vstr obj5" ALLIES ATTACK
set obj5 “set g_gametype 2; map Darji 2 final ; set nextmap vstr obj6” DUAL OBJECTIVE
set obj6 "set g_gametype 2; map et_village ; set nextmap vstr obj7" ALLIES ATTACK
set obj7 "set g_gametype 2; map oasis ; set nextmap vstr obj8" ALLIES ATTACK
set obj8 "set g_gametype 2; map parisbastille_b3 ; set nextmap vstr obj9" AXIS ATTACK
set obj9 "set g_gametype 2; map venice ; set nextmap vstr obj10" ALLIES ATTACK
set obj10 ”set g_gametype 2; map ET Tower b27j ; set nextmap vstr obj11” DUAL OBJECTIVE
set obj11 "set g_gametype 2; map fueldump_mod ; set nextmap vstr obj12" ALLIES ATTACK
set obj12 "set g_gametype 2; map notw ; set nextmap vstr obj13" AXIS ATTACK
set obj13 "set g_gametype 2; map road2amiens_b2 ; set nextmap vstr obj14" ALLIES ATTACK
set obj14 "set g_gametype 2; map steelplant2 ; set nextmap vstr obj15" ALLIES ATTACK
set obj15 "set g_gametype 2; map Caen 2 final; set nextmap vstr obj16" AXIS ATTACK
set obj16 "set g_gametype 2; map secradar3_final ; set nextmap vstr obj17" ALLIES ATTACK
set obj17 "set g_gametype 2; map temple_final ; set nextmap vstr obj18" ALLIES ATTACK
set obj18 "set g_gametype 2; map Base Race final; set nextmap vstr obj19" DUAL OBJECTIVE
set obj19 "set g_gametype 2; map radar ; set nextmap vstr obj20" ALLIES ATTACK
set obj20 "set g_gametype 2; map base55 ; set nextmap vstr obj21" ALLIES ATTACK
set obj21 "set g_gametype 2; map ruins23 ; set nextmap vstr obj22" AXIS ATTACK
set obj22 "set g_gametype 2; map weisbaden_final ; set nextmap vstr obj1" ALLIES ATTACK

I made sure it is always no more then 2 allies attack maps in a row and i also added some dual obj maps
after some talking ppl like these maps for the more frequently adding of funsettings on this map :)

Please give your opinion :)

and pey i used the same lay-out as you, i dont know if it is good or bad; just shout if i should change ;)

Edited by UndeadWarrior, 09 May 2010 - 09:02 AM.

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#27
METAL_BEN

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I love Baserace <img src="http://bunker.aaxxss...emot_smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="emot_smile.gif" />


me2,..the classic 1

#28
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i would like to suggest something in replace of the current campaign we have. We have now from pey's last post Posted Image

set obj1 "set g_gametype 2; map castleattack_b5 ; set nextmap vstr obj2" ALLIES ATTACK
set obj2 "set g_gametype 2; map et_ice ; set nextmap vstr obj3" AXIS ATTACK
set obj3 "set g_gametype 2; map wurttemberg_b2 ; set nextmap vstr obj4" ALLIES ATTACK
set obj4 "set g_gametype 2; map bergen ; set nextmap vstr obj5" ALLIES ATTACK
set obj5 "set g_gametype 2; map battery ; set nextmap vstr obj6" ALLIES ATTACK
set obj6 "set g_gametype 2; map et_village ; set nextmap vstr obj7" ALLIES ATTACK
set obj7 "set g_gametype 2; map oasis ; set nextmap vstr obj8" ALLIES ATTACK
set obj8 "set g_gametype 2; map mp_sub_rc1 ; set nextmap vstr obj9" ALLIES ATTACK
set obj9 "set g_gametype 2; map venice ; set nextmap vstr obj10" ALLIES ATTACK
set obj10 "set g_gametype 2; map parisbastille_b3 ; set nextmap vstr obj11" AXIS ATTACK
set obj11 "set g_gametype 2; map fueldump_mod ; set nextmap vstr obj12" ALLIES ATTACK
set obj12 "set g_gametype 2; map notw ; set nextmap vstr obj13" AXIS ATTACK
set obj13 "set g_gametype 2; map road2amiens_b2 ; set nextmap vstr obj14"
set obj14 "set g_gametype 2; map radar ; set nextmap vstr obj15" ALLIES ATTACK
set obj15 "set g_gametype 2; map steelplant2 ; set nextmap vstr obj16" ALLIES ATTACK
set obj16 "set g_gametype 2; map secradar3_final ; set nextmap vstr obj17" ALLIES ATTACK
set obj17 "set g_gametype 2; map temple_final ; set nextmap vstr obj18" ALLIES ATTACK
set obj18 "set g_gametype 2; map vio_grail ; set nextmap vstr obj19" ALLIES ATTACK
set obj19 "set g_gametype 2; map radar ; set nextmap vstr obj20" ALLIES ATTACK
set obj20 "set g_gametype 2; map base55 ; set nextmap vstr obj21" ALLIES ATTACK
set obj21 "set g_gametype 2; map weisbaden_final ; set nextmap vstr obj22" ALLIES ATTACK
set obj22 "set g_gametype 2; map ruins23 ; set nextmap vstr obj1" AXIS ATTACK

there is twice radar in it Posted Image
There is to much allies attack in a row imho, therefor i would like to see it change to

set obj1 "set g_gametype 2; map castleattack_b5 ; set nextmap vstr obj2" ALLIES ATTACK
set obj2 "set g_gametype 2; map et_ice ; set nextmap vstr obj3" AXIS ATTACK
set obj3 "set g_gametype 2; map wurttemberg_b2 ; set nextmap vstr obj4" ALLIES ATTACK
set obj4 "set g_gametype 2; map bergen ; set nextmap vstr obj5" ALLIES ATTACK
set obj5 “set g_gametype 2; map Darji 2 final ; set nextmap vstr obj6” DUAL OBJECTIVE
set obj6 "set g_gametype 2; map et_village ; set nextmap vstr obj7" ALLIES ATTACK
set obj7 "set g_gametype 2; map oasis ; set nextmap vstr obj8" ALLIES ATTACK
set obj8 "set g_gametype 2; map parisbastille_b3 ; set nextmap vstr obj9" AXIS ATTACK
set obj9 "set g_gametype 2; map venice ; set nextmap vstr obj10" ALLIES ATTACK
set obj10 ”set g_gametype 2; map ET Tower b27j ; set nextmap vstr obj11” DUAL OBJECTIVE
set obj11 "set g_gametype 2; map fueldump_mod ; set nextmap vstr obj12" ALLIES ATTACK
set obj12 "set g_gametype 2; map notw ; set nextmap vstr obj13" AXIS ATTACK
set obj13 "set g_gametype 2; map road2amiens_b2 ; set nextmap vstr obj14" ALLIES ATTACK
set obj14 "set g_gametype 2; map steelplant2 ; set nextmap vstr obj15" ALLIES ATTACK
set obj15 "set g_gametype 2; map Caen 2 final; set nextmap vstr obj16" AXIS ATTACK
set obj16 "set g_gametype 2; map secradar3_final ; set nextmap vstr obj17" ALLIES ATTACK
set obj17 "set g_gametype 2; map temple_final ; set nextmap vstr obj18" ALLIES ATTACK
set obj18 "set g_gametype 2; map Base Race final; set nextmap vstr obj19" DUAL OBJECTIVE
set obj19 "set g_gametype 2; map radar ; set nextmap vstr obj20" ALLIES ATTACK
set obj20 "set g_gametype 2; map base55 ; set nextmap vstr obj21" ALLIES ATTACK
set obj21 "set g_gametype 2; map ruins23 ; set nextmap vstr obj22" AXIS ATTACK
set obj22 "set g_gametype 2; map weisbaden_final ; set nextmap vstr obj1" ALLIES ATTACK

I made sure it is always no more then 2 allies attack maps in a row and i also added some dual obj maps
after some talking ppl like these maps for the more frequently adding of funsettings on this map Posted Image

Please give your opinion Posted Image

and pey i used the same lay-out as you, i dont know if it is good or bad; just shout if i should change http://bunker.aaxxss...ticons/default/;).gif


looks well balanced and fun - can we have it ?

#29
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1, Don't put in too many new maps at once. People get annoyed if they have to play ten maps in a row they have never seen before.

2, There should be approximately same amount of axis and allies attacking.

3, Mix them well. Do not too many new or old maps in a row, not too many same team attack in a row...

4, More dual objective maps!!!


And inverted goldrush would be cool if you can fix or redo. It was very funny how my brain got totally confused about it. Playing a well known map inverted is much harder than playing a totally new map. So it was fun.

#30
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@Anton, done
@Undead Warrior, done
@Hawk109, yes :P
@Storm, yes yes not to many new maps is a good hint

#31
UndeadWarrior

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do you want me to make one every month or so pey?

then ill make a little file on my pc to keep track of map and stuff :)

#32
Storm

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If !ratemap comes back, that will help you a lot IMO, as you can drop the maps getting the worst score first and putting in new ones to try, and keep the ones with the highest scores in all the time.

#33
UndeadWarrior

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ill just ask around a lot :)

give me feedback and ill work some stuff out :)
trying to keep campaign a little balanced :)

#34
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But you need to ask ingame, because people have their fresh experience in mind. Many of them will never come to the forum to tell, and those who do might end up asking themselves "Damn! WTF that map was called?!". :D Even me, when I come to forum after gaming, I don't remember most of them things because I was concentrating on objs and the like, and did not note down map names and so. At the moment I can only recall two things:
- Road to Amiens is a bad map IMO. Sick agreed, and maybe others too...
- The one with the submarine to blow (RTCW redo) Would be nice, but the allies can totally camp the sub in a way axis has no chance to get to dyna alive. At least that window on the wall should be removed or bulletproof glass placed in it, that would make it much more balanced IMO.

Oh, and a note: Me and many other people like the Stopwatch version of Oasis more, consider putting that back sometimes.

#35
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Lately many (including me) mentioned we should refresh the rotation on B2.


So here are my ideas and suggestions:
- A bit more dual objective maps.
- Remove Darjii and add other CTF maps (one at a time), but I would say more like classic CTF where you can take and deliver multiple flags, like in Fata Morgana
- some fun maps


Maps I would love to see again (If any are in just I didn't see, then sorry):
- ET Tower
- MLB Daybreak
- MLB Egypt
- Super Goldrush
- Stonehenge Koth (low gravity, panzerparty, hehe)
- Oasis Stopwatch version
- Minas Tirith !!!!!!!!!!!!!!!!!!! :cheers:
- ET Poker
- Rockeyes
- City of Lost Children

I would love to get Minas Tirith back the most. :D


Anybody else, suggestions, ideas?

#36
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If pey wants me to, ill try to set up a campaign once more

I just have some difficulties with the program you provided me
It keeps jamming at the same point :/


edit: i will take darji out and replace it with other maps
It will be a 30 map campaign
with 5 - 6 dual obj maps; 1 every 6 or 5 maps for those having problems calculating :P
Daybreak is apparently bugged so i cant put it in
Mongo's gtf map will be in
i was thinking for the tower map to take King of the Hill? The inside one with all the different levels?

edit2: And wont minas be a little to big at the moment?
perhaps when there are more peeps on for a longer period of time :)?

Edited by UndeadWarrior, 02 August 2010 - 08:21 AM.


#37
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Aye, King of the Hill! I wanted to suggest that too, nut didn't remember the name. Since tower was in not long ago, and I didn't see King of the Hill in ages, put in that. :)

Minas, well, for 5 vs 5 and the like it is definitely way too big. :( So you are right. I hope that soon it will make sense to put it in. ;)

Also, there are many maps I do not remember by name, that were in for long time and people liked them but I didn't see them in ages. So if anybody remembers one of those, would worth a try.

#38
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I'm remember the map MP Base ,why not put the map on?

#39
UndeadWarrior

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well i couldnt find the map king of the hill quickly, so for now it is just the tower map (still looking for the king of the hill map though so if someone can say its proper name?) :)
edit: found it, its psl_koth lol :P

and I will put that one in as well if I can find it falkes
Do you mean base 47 or base 55?
Or is it TC Base?
Cause i dont found map mp base, may have to download it though :)

Edited by UndeadWarrior, 02 August 2010 - 04:45 PM.


#40
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the link is here