siron
08-14-2005, 09:17 PM
FINALLY finished beta 4, I know it's been awhile, and I'm sorry for the delay, but I needed to fix a few problems before I was content enough to release it. After playtesting this with CoJ (everyone loved the new layout) I couldn't wait to get it out to everyone, however, the middle was laggy. I had to tweak and tweak and tweak to get the lag to go down, but I'm fairly satisfied with where its at now.
During playtesting there were a few spots on axis side of the bridge where w_poly went over 1000, e_poly was only 6000 or so, but func_walls were also causing lag (i presume) - to fix it I deleted un-needed func_walls (probably still more I can get rid of, but this isn't the final version yet) - I also reworked some of the VIS blocking (rebuilt some of the buildings on allied side of bridge) and added hint brushes in key locations. One major lag spot on allied side was past the 1st flag towards the water, which has been fixed. I also got a number of complaints due to lack of clipping on the houses because people were boosting everywhere. This has been fixed. I also added a barrier to keep allies from nading the axis spawn from near the bridge area.
Changes/fixes since Beta 3
- First I want to say there have been MANY MANY MANY changes from beta 3, too many to list here, so I'll try to come up with the big ones.
- Removed flags from sewer and cellar.
- Totally remade the middle (water) area.
- Widened streets on Axis and Allied sides.
- Added a new path: from allied side accessible from near allied 1, or via sewer from bridge area; has a flag, "the mountain pass" - comes out on axis side of bridge.
- Added new path: from axis side accessible near allied 1, or via cellar from bridge area; has a flag, "axis bridge" - comes out on allied side of bridge.
- Added detail (models, wires, architecture changes)
- Remade allied side of bridge near water.
- Remade axis side of bridge (on the left side if looking from allied standpoint).
- Moved cow from axis spawn to allied side near a side path, to prevent accidental TK's in spawn.
- Added smoking chimneys (and fireplace near axis 1st that you can turn on and off).
The map retains its balance and fast paced play, however, now there is more strategy involved due to the new routes and flag placements. There are still 5 flags, with the center flag being the bridge (4 second, 2 man cap). The addition of the side paths has really really improved this map IMO, and the widening of the streets has made the rifle class more beneficial while still retaining tight close range fighting for the MG/SMG's
Flag list (in order from allies side):
Allied 1: Allied Street - Instant
Neutral 1: The Mountain Pass - Instant
Neutral 2 (middle): The Bridge - 4 seconds
Neutral 3: Axis Bridge - Instant
Axis 1: Axis Street - Instant
Whew! All this explaining, now some screenshots, which really DON'T do the map justice. I would suggest you download the map instead and run around.
Allied 1 (http://trash.kflorence.com/maps/dod_strom/b4/allied1.jpg)
Neutral 1 (http://trash.kflorence.com/maps/dod_strom/b4/neutral1.jpg)
Neutral 2 (http://trash.kflorence.com/maps/dod_strom/b4/neutral2.jpg)
Neutral 3 (http://trash.kflorence.com/maps/dod_strom/b4/neutral3.jpg)
Axis 1 (http://trash.kflorence.com/maps/dod_strom/b4/axis1.jpg)
Overview (http://trash.kflorence.com/maps/dod_strom/b4/overview.jpg)
And now the map download link, mirrors appreciated.
DOWNLOAD HERE (http://trash.kflorence.com/maps/dod_strom_b4.zip).
MIRROR #1 (http://www.euronet.nl/users/ivomaas/siron/dod_strom_b4.zip) (holland)
MIRROR #2 (http://maps.nomad9.us/dod_strom_b4.zip)
MIRROR #3 (http://josh.whatsupslc.com/rogansheroes/maps/maps/dod_strom_b4.exe)
PLEASE leave me feedback! I have been working hard on this map for over 3 months now and it will be my last HL1 map! :carrot:
During playtesting there were a few spots on axis side of the bridge where w_poly went over 1000, e_poly was only 6000 or so, but func_walls were also causing lag (i presume) - to fix it I deleted un-needed func_walls (probably still more I can get rid of, but this isn't the final version yet) - I also reworked some of the VIS blocking (rebuilt some of the buildings on allied side of bridge) and added hint brushes in key locations. One major lag spot on allied side was past the 1st flag towards the water, which has been fixed. I also got a number of complaints due to lack of clipping on the houses because people were boosting everywhere. This has been fixed. I also added a barrier to keep allies from nading the axis spawn from near the bridge area.
Changes/fixes since Beta 3
- First I want to say there have been MANY MANY MANY changes from beta 3, too many to list here, so I'll try to come up with the big ones.
- Removed flags from sewer and cellar.
- Totally remade the middle (water) area.
- Widened streets on Axis and Allied sides.
- Added a new path: from allied side accessible from near allied 1, or via sewer from bridge area; has a flag, "the mountain pass" - comes out on axis side of bridge.
- Added new path: from axis side accessible near allied 1, or via cellar from bridge area; has a flag, "axis bridge" - comes out on allied side of bridge.
- Added detail (models, wires, architecture changes)
- Remade allied side of bridge near water.
- Remade axis side of bridge (on the left side if looking from allied standpoint).
- Moved cow from axis spawn to allied side near a side path, to prevent accidental TK's in spawn.
- Added smoking chimneys (and fireplace near axis 1st that you can turn on and off).
The map retains its balance and fast paced play, however, now there is more strategy involved due to the new routes and flag placements. There are still 5 flags, with the center flag being the bridge (4 second, 2 man cap). The addition of the side paths has really really improved this map IMO, and the widening of the streets has made the rifle class more beneficial while still retaining tight close range fighting for the MG/SMG's
Flag list (in order from allies side):
Allied 1: Allied Street - Instant
Neutral 1: The Mountain Pass - Instant
Neutral 2 (middle): The Bridge - 4 seconds
Neutral 3: Axis Bridge - Instant
Axis 1: Axis Street - Instant
Whew! All this explaining, now some screenshots, which really DON'T do the map justice. I would suggest you download the map instead and run around.
Allied 1 (http://trash.kflorence.com/maps/dod_strom/b4/allied1.jpg)
Neutral 1 (http://trash.kflorence.com/maps/dod_strom/b4/neutral1.jpg)
Neutral 2 (http://trash.kflorence.com/maps/dod_strom/b4/neutral2.jpg)
Neutral 3 (http://trash.kflorence.com/maps/dod_strom/b4/neutral3.jpg)
Axis 1 (http://trash.kflorence.com/maps/dod_strom/b4/axis1.jpg)
Overview (http://trash.kflorence.com/maps/dod_strom/b4/overview.jpg)
And now the map download link, mirrors appreciated.
DOWNLOAD HERE (http://trash.kflorence.com/maps/dod_strom_b4.zip).
MIRROR #1 (http://www.euronet.nl/users/ivomaas/siron/dod_strom_b4.zip) (holland)
MIRROR #2 (http://maps.nomad9.us/dod_strom_b4.zip)
MIRROR #3 (http://josh.whatsupslc.com/rogansheroes/maps/maps/dod_strom_b4.exe)
PLEASE leave me feedback! I have been working hard on this map for over 3 months now and it will be my last HL1 map! :carrot: