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#1
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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:
Spoiler!
greetz Spähling Last edited by Spaehling; 06-13-2013 at 01:52 PM. |
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#2
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Thank you!
Will this be available on the Steam-Workshop too? |
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#3
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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
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Hi,
Thank You
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#5
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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
__________________
Formerly Extremity Specs: 8GB RAM, GTX 460, i5-3570k |
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#6
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Quote:
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
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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
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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
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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
__________________
|DD| Death Before Dishonor
|DD| CTF 24/7: 74.91.116.132:7777 RO2 Capture the Flag by |DD|-=Thor=- HERE! www.deathb4dishonor.net |
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#10
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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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#11
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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
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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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#13
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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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#14
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Quote:
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#15
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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
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Quote:
@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
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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!
__________________
Formerly Extremity Specs: 8GB RAM, GTX 460, i5-3570k |
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#18
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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
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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
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Quote:
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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