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  #1  
Old 11-04-2012, 03:56 PM
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Default [Map] TE - Climb Up

Update: 06.03.2013
Next Update planned: 5.-6.2013

Some Infos:
Mapname: TE - Climb Up
Version: 0.95 beta
Attackers: Allies
Defenders: Axis
Target: Allies needs to cap the Hill / All Artys
Special Thanks to: |DD|Thor,|DD|Mad-Fred, |DD|GrimReality, Hansstar, [HS]Romano, BoH-Rekrut, Danh, Srindhalaya, Catalavos, Drecks and Roccat for Mouse Support.
and the Forum Community!

planned for 1.0 Beta:
- Fix Light-Fail at Trench to B
- Fill hole A Trench
- Fix floating Bush at C
- destruc house makes trouble (axis spawn 3)
- Rework Rallynodes (setup is complete wrong atm [only important with bots])
- Add Harleys Trees
- More destrucable Meshes!!!!
- save map-size
- and your usefull wishes!

done for 0.95 Beta:
- fixing walkable water
- fixed workshop

Changelog History:
Spoiler!


Known Bugs:
- some Trench and Gras Shadows are ugly


Downloads:
Spoiler!


NEW Screenshots: (Lightmass on Preview)
Spoiler!


First Screenshot:
Spoiler!


Videos:


greetz Spähling

Last edited by Spaehling; 06-13-2013 at 01:52 PM.
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  #2  
Old 11-04-2012, 04:19 PM
Blitzk.-Bob Blitzk.-Bob is offline
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Thank you!
Will this be available on the Steam-Workshop too?
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  #3  
Old 11-04-2012, 04:27 PM
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yeah it still is, but iam a bit confused with the steam workshop atm.

because the map file is 144mb in workshop and offline it is 201 mb. it isnt normal or?

edit: and did i need to upload the server file in steam workshop too?

Last edited by Spaehling; 11-04-2012 at 04:29 PM.
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  #4  
Old 11-04-2012, 05:03 PM
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Hi,

Thank You
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Old 11-04-2012, 05:30 PM
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BE SURE not to put beta and version numbers in the file name! It will only mess up user files once you update it to another version! With workshop there is no need to have version numbers anymore :P
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  #6  
Old 11-04-2012, 06:04 PM
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Quote:
Originally Posted by Extremity View Post
BE SURE not to put beta and version numbers in the file name! It will only mess up user files once you update it to another version! With workshop there is no need to have version numbers anymore :P
yeah filename is still te-climbup. the number on the workshop is only in the title.

and for the gameplay of the map: i realized its to hard for allies to cap the first the areas. i'll change it!
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  #7  
Old 11-04-2012, 06:55 PM
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Love the Stukas

And how does it work this Stuka thing? Called by the commander or like random environmental arty? Can their bombs kill people or is it just aesthetic? Do they always target the same spots?

Sorry for sounding annoying, but I'm really, really interested in this
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  #8  
Old 11-04-2012, 07:45 PM
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hey nezzer,

the stukas come down after a capzone (not all), if allies captured it. the positions are fixed at the moment, but i want to copy & paste some stukas and change the position a bit and put a random-trigger into kismet.

Like: 3 Planes came down, but 9 Planes exist. And every plane has a different random count. the timing is never the same.

Shrindhalaya told me to make a trigger for the commander. but iam still lazy to find my way through it. lots of other stuff to do

At the moment all Stukas you can see, are the plane i created. so my plan isnt finish yet.

and yeah they make damage to the player but the impact don't create and crater. i hope you can understand what i mean, my english isn't the best ^^
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  #9  
Old 11-04-2012, 08:21 PM
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The map is VERY bright, almost neon bright (you'll notice it most when you look at the trees and other players or your own arms), if there's any way to tone it down a bit, you should definitely think about tweaking that.

Otherwise it looks great, and from what I've tested with you it should play great too! We need to get Thor to put it in the DD rotation
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  #10  
Old 11-05-2012, 03:47 AM
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Played it for the first time last night with 20 bots (10 each) and Axis ran out of reinforcements after about 15 mins.
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Old 11-05-2012, 10:50 AM
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Quote:
Originally Posted by Major_Day View Post
Played it for the first time last night with 20 bots (10 each) and Axis ran out of reinforcements after about 15 mins.
yeah thats such things, we need to talk about. its my first map, so i dont have any feeling for the correct valvues.
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  #12  
Old 11-05-2012, 07:48 PM
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yeah. both times i played it, the axis ran out long before i could cap it all.

was there an undate today? i got more files downloading when i signed into RO2 a while ago. and after i got it, i got an ambiguous file message.
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Old 11-06-2012, 12:05 AM
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Just tried it - the Germans could use more guys.

The STUKAS were a big surprize!

pretty cool effect !
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Old 11-06-2012, 12:17 AM
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Quote:
Originally Posted by clambo View Post
Just tried it - the Germans could use more guys.

The STUKAS were a big surprize!

pretty cool effect !
did they get you? i love'em!
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  #15  
Old 11-06-2012, 03:11 AM
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This map is totally unsuitable for the tank,its just a sitting duck,and i see no use for it at all.
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  #16  
Old 11-06-2012, 12:52 PM
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Quote:
Originally Posted by Major_Day View Post
This map is totally unsuitable for the tank,its just a sitting duck,and i see no use for it at all.
yeah i was still at this point too. i think the arty is enough. and the map didnt look like i planned it at the beginning. so the tank isnt really usefull. i get it out next time.

@clambo
yeah the reinforcements fore the germans are still to low.

@all

i saw, that the bombs of the stukas dont go away after explosion and that the explosions comes more than onces. and i saw no damage. i need to check this out again.

Last edited by Spaehling; 11-06-2012 at 12:53 PM.
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  #17  
Old 11-06-2012, 03:26 PM
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I tried this map bymyself today so I won't comment on difficulty or reinforcements just the style and things.

First of all, bravo! The map design is really unique and stylish at the same time I really like the push up a hill type maps, lots of trenches and cover, some higher up places too. And those stuka bombers and artillery pieces are amazing although the cues could use some work.

I'm not sure if this was intentional or not, but the Mamayev pillboxes still have those blizzard sounding winds in them, seemed sort of off. The caps seem to turn over really quickly with just one guy in it and that makes sense for the amount of defense and cover the Germans get. This map seems like it'll be a favorite for me with some more polish and optimization ^_^.

One more thing, will we ever be able to enter this building? :3
Spoiler!
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  #18  
Old 11-06-2012, 06:15 PM
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hey,

first of all thanks man . to your last question. the building is a static mesh, that hasn't a inlife. i don't planned to make it walkable inside, because i looking forward to a new small map, before i start studying. But if i got enough time i think about it and some tunnels of course.

yeah i got these sounds inside of mamayew bunkers. i played only a bit with the sounds and the cues atm. and your're right the cues needs some rework. iam on to it
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  #19  
Old 11-06-2012, 09:37 PM
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We'll probably get this map going tomorrow. I'm cobbling together an .ini file for it. My assmption is that it should be categorized as combined arms?
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  #20  
Old 11-07-2012, 03:56 AM
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Quote:
Originally Posted by G_Sajer View Post


We'll probably get this map going tomorrow. I'm cobbling together an .ini file for it. My assmption is that it should be categorized as combined arms?
[TE-Climbup ROUIDataProvider_MapInfo]
MapName=TE-Climbup
FriendlyName=Climbup
GameType=ROGame.ROGameInfoTerritories
PreviewImageMarkup=
Description=
LoadMapMovie=
MapTips=
MapTips=
MapType16=ROMT_CombinedArms
MapType32=ROMT_CombinedArms
MapType64=ROMT_CombinedArms

[Climbup ROUIDataProvider_WorldInfo]
MapName=Climbup
FriendlyName=Climbup
PreviewImageMarkup=<Images:ui_textures.menus.HostG ame.ui_hostgame_mapselect_Gumrack>
Description=
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