[Map]TE-The-Univermag beta

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Comrade Kaizer

Grizzled Veteran
May 21, 2009
1,116
124
63
A few things with the map I found in B31.

For version B2 I posted a video about a spot in B objective in the staircase where players can clip and fall through the map. It still remains. If you're running up the staircase and take a wide turn at the landing due to engaging enemies or running around friendlies you can easily fall out the map.

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In the same staircase one floor below, it is possible to clip through the wall and fall through the map very easily as well.

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At the end of the B objective building on the Germans right flank/Soviets left flank, there is a window sill that can be clipped and walked through.

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The red doors utilized for the basement/staircase entrances along the right side of the map (from the German perspective) can be clipped through. Many parts of the map even the smallest objects are solid (chair legs for example) but these doors aren't, just creates a dissidence with the map world.

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There is also one doorway in C objective that blocks players unless they crouch walk, yet the door frame is perfectly sized well above the player's head despite the rumble.

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The window sills in the initial German spawn aren't working properly by denying players through. I went through each one to test them out. Here are the results.

This window on the left facing the back of the spawn.

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This window has a prompt for mounting over despite having a bar on the window.

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The two windows left of the previous screenshot window does not have prompts for mounting even though the windows do not have bars and appear accessible.

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In the room before the previous screenshots, these two left-most windows do not allow access.

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The left and right window do not allow access, the middle one works fine.

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This window works a little better than the others in that it allows a smooth mount but the player gets block once on top of the window sill.

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That's it for the windows in the spawn area. The rest work just fine. The clipping issues above need to be resolved as they can be easily exploited.
 

TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
I love this map we play it alot on our server.

Not sure anyone has tested it but we found a problem in the CD version.Soon as players enter it says "switching sides" then we are stuck in spectate mode. Like I said no one may have even spotted this few people play CD sadly.

I think the CD version of this map would be really good and just thought I would post the bug we have found.
 

VietViking

FNG / Fresh Meat
Sep 25, 2012
352
1
0
Toronto, Ontario
Hey Rekrut, I love this map. It's an absolute blast to play this map on a full 64 player server.
I'm just going to report some things I've found with this map though.

The cover system after the first cap is broken, and can't aim out of the trench.
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Allied bots also get blocked at spawn here (to the west of D and E cap):
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Also, bodies fly upwards like crazy when somebody gets shot in the tunnel systems. I believe danh had a similar problem with Der Iwan Berg and managed to fix it.

Lastly, I think you went a little overboard with the bricks. I get how the city was completely destroyed and everything, but it looks very weird when you are running and bricks pop up from the ground.
 

danh

FNG / Fresh Meat
Jun 19, 2012
1,390
1
0
Also, bodies fly upwards like crazy when somebody gets shot in the tunnel systems. I believe danh had a similar problem with Der Iwan Berg and managed to fix it.

Go to Terrain actor properties and search for rigid body. Make sure you check Allow Rigid Body Underneath.
 

BOH-rekrut

FNG / Fresh Meat
Oct 20, 2011
556
112
0
germany
update to Univermag-b5


changelog:

-added a post progressvolume
-added mortars for the germans
-added artillery for the germans
-added recon plane for the germans
-added mortars to allies
-added recon plane to allies
- change respawn time for germans to 15 sec
-added no artilleryvolumes
-i split up the old capzpne D into 2 capzone , name of the new one is ,,capzone=E,, Gogol-street Arpartments
-added a new path on ground level in the buildings between capzone ,,E,, and ,,G,,
-added more enviromental effects to the map (dust)
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
Go to Terrain actor properties and search for rigid body. Make sure you check Allow Rigid Body Underneath.

Lol, so when the bodies go flying, it's because the terrain is literally rejecting the object? :D
 

danh

FNG / Fresh Meat
Jun 19, 2012
1,390
1
0
Yep! I am not sure why we even need to check this. Terrain shouldn't be rejecting stuff that is underneath it!
 

peumobil

Member
Jun 23, 2006
759
18
18
Chartres (France)
Crash server after the count once chosen the camp and class.

ROGame.ini server

[TE-Univermag-B5 ROUIDataProvider_MapInfo]
MapName=TE-Univermag-B5
FriendlyName=TE-Univermag
GameType=ROGame.ROGameInfoTerritories
PreviewImageMarkup=
Description=
LoadMapMovie
MapTips=
MapTips=
MapType16=ROMT_CombinedArms
MapType32=ROMT_CombinedArms
MapType64=ROMT_CombinedArms
 

Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,024
1,037
0
79
Florida, USA
www.raidersmerciless.com
Crash cause......

Critical: appError called: Failed to find function SetEnabled in ROVolumePlayerStartGroup TE-Univermag-B5.TheWorld:persistentLevel.ROVolumePlayerStartGroup_14 [8814.24] Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035) [8849.84] Log: === Critical error: === Failed to find function SetEnabled in ROVolumePlayerStartGroup TE-Univermag-B5.TheWorld:persistentLevel.ROVolumePlayerStartGroup_14

From our Server log file....
 
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BOH-rekrut

FNG / Fresh Meat
Oct 20, 2011
556
112
0
germany
fixxed it !

the playerstartvolume 14 was attached as a noartilleryvolume in the proberties of the playerstartvolume 14 .....

uploading now

delete all old B5 files to prevent a version mismatch...
to prevent a version mismatch