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Mateos
29-08-2012, 22:53
Hello,

Well, this is not like my previous Nordwind 2 a total remake, but just a big bug fix and features addition release, as you can see by reading the changelog below. I like this map, like few others from the 1944 series, but I’m not going to do this for all ^^’ I played Antwerp a while ago, I feel it deserves something to balance the Sniper Fest of the second part of the map, plus usual 1944 spawn issues, but maybe something in the future but not now.

PART I - 1944 Huertgen Forest (Final 2)

1944: Huertgen Forest was thickly wooded, cut by steep defiles and trails. The Axis built deep, artillery-proof bunkers, surrounded by fighting positions.

AXIS - The Allies are attempting to steal valuable supplies from the Axis Truckyard, stop them at all costs!

ALLIES - The Axis Truckyard contains valuable supplies. We must secure them to claim victory in the Forest!


Changelog


-------------------------------------------------
Further development
-------------------------------------------------
> Final 2
- General
* Added Locations file.
* Advanced Light compilation.
* Terrain has smoothed shadows now.
* Every custom texture has a shader now.
* No more "holes" in the middle of the map.
* Some Clip added on map sides to avoid any stuckage.
* Fixed players possibly stuck when exiting the Wooden Bunker MG.
* Wooden barrier near Axis Bunker Spawn isn't weapon-clipped anymore.
* Sun appears correctly now. Shader was textures/1944_beach/beach_sun...
* Fixed spawns (Flags on Command Map, and players spawning inside the crates).
* Corrected the map coordonates, even if it's obvious the CM is older than the actual map...
* Added a ladder near solid Bridge so people doesn't need to swim and get hurt to exit this area.
* Replaced triangles probably cut with CSG Substrast by normal triangles, for easier brush manipulation.
* Removed unused textures, all are now in a single folder different from original map to avoid any conflict.
* The "map exists", where you steal the Tank and the Truck, have been decored with Fuel Dump entrance door (Allied Spawn).
* Since the map was made from EasyGen (terrain0, etc), I used SimonOC tutorials about terrain blending to obtain the same
without any .PCX file (Link at the bottom); But I had to deal with few locations where 3 textures were meeting.

- Objective Narrative & Mecanisms
* Added Objective/Spawn cameras.
* Fixed contruction crates and AT-Gun clips.
* Added Axis Ammo Room icon on Command Map for Allies.
* Added Axis North Path icon on Command Map for Allies.
* Added Truckyard Gate icon on Command Map for both teams.
* Added decayed final part for Axis North Path, so after a while the construction will disappear...
* The AT-Gun, while destroyed, will now emit smoke; Very noticeable in distance, letting Allies know when the way is free.
* Added Artillery Blast Area icon on Command Map for both teams, so Allies know where it triggers and Axis when to use it.

- Tank & Truck Related Stuff
* Added Truck Smoke.
* If by any chance an Allied guy get inside the Truck area before Tank blow up the gate,
the Truck is no more escortable until the gate explodes.
* Clip above Truck area removed; Axis can destroy the Truck when they want.
* Added Tank turret animation (Turning + Shooting + trigger_hurt on trajectory).
* Fixed Truck position decay on map start, avoiding any teleporting'n'killing issue.
* No more "You are near the Truck" on the hill left from the Truck, moved away the related entity.
* Tank and Truck will stop often, since more splines have been added, and spline controls (+33 for Tank, +X for Truck).

- Optimization
* Caulked more surfaces.
* Added Hint/Skip (There were nothing in original).
* Put a lot of Caulk structural brushes inside the mountains and hills, and removed the visible ones.
* Base, sky and sides were made of plenty caulk brushes... Everything is plane now, a lot less brushes.
* Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).


All credits goes to +KOMMANDO+, the maker of the 1944 Wolfenstein Enemy Territory awesome map series, even if they're all bugged the level design and the objective are various and well placed.

Thank you to all the SD users and the friends who have helped me so far, dFx, Tardis, KeMon+, ailmanki, Rebel, Genert (Or Indloon, whatever :P), acQu (For you I can’t remember the previous nick… But I know you changed! x)) and all others not quoted here but present in the text file, both included in ZIP and PK3 files :)

If you spot any bug/glitch/exploit, if you're unhappy with a change or several I made, just post feedback here, it will be very welcome!


Download

Download includes the map PK3, the Read Me (Also in PK3) and the 0.82 Omni-Bot waypoints.
https://dl.dropbox.com/u/99230585/1944%20Huertgen%20Forest%20%28Final%202%29%20Publi c%20Release.zip

Screenshots

These screenshots can be used on trackers such as GameTracker, SplatterLadder or TrackBase

http://www5.picturepush.com/photo/a/9096228/640/1944-Huertgen-Forest-%28Final-2%29-Release-Screenshots/2012-08-29-183157-1944-huertgen-final2.jpg (http://picturepush.com/public/9096228)

http://www1.picturepush.com/photo/a/9096229/640/1944-Huertgen-Forest-%28Final-2%29-Release-Screenshots/2012-08-29-183215-1944-huertgen-final2.jpg (http://picturepush.com/public/9096229)

http://www2.picturepush.com/photo/a/9096230/640/1944-Huertgen-Forest-%28Final-2%29-Release-Screenshots/2012-08-29-183228-1944-huertgen-final2.jpg (http://picturepush.com/public/9096230)

http://www3.picturepush.com/photo/a/9096231/640/1944-Huertgen-Forest-%28Final-2%29-Release-Screenshots/2012-08-29-183305-1944-huertgen-final2.jpg (http://picturepush.com/public/9096231)

PART II – A possible remake

I'm planning to do a remake... If you're interested, you can find details about it on Splash Damage forums:
http://forums.warchestgames.com/showthread.php/32682-MAP-1944-Huertgen-Forest-

Feel free to comment or criticize :)

Dookie
30-08-2012, 09:22
gj man!

Jemstar
30-08-2012, 11:42
Nice will check it out!! Mateos has been a busy boy!!

daredevil
30-08-2012, 14:04
Added on our hardcore server :)

http://api.trackbase.net/sig_server/216.155.146.19:27960/et.png

Mateos
30-08-2012, 15:45
Thank you guys :D

Dookie
30-08-2012, 15:58
guess I will add it on my AxE server also!

daredevil
30-08-2012, 17:27
Thank you guys :D

No we thank you for keeping the ET maps alive! Looking forward for more new maps from you!

Mateos
30-08-2012, 17:29
Well, this one is more as said in first post a great bug fix and features additions, but as indicated on Splash Damage forums the next map will be totally new ;)

JoNny
30-08-2012, 19:07
Well, this one is more as said in first post a great bug fix and features additions, but as indicated on Splash Damage forums the next map will be totally new ;)

Nice! :)

Spl@$h~
30-08-2012, 19:15
Well, this one is more as said in first post a great bug fix and features additions, but as indicated on Splash Damage forums the next map will be totally new ;)

We are already waiting for it , don't forget to drop a note on TB :)

riadh*
1-09-2012, 01:09
Shitty Map.

daredevil
1-09-2012, 05:00
Shitty Map.

Saying shitty map never helps, bud!

May be tell him why it's shitty or what can be done to improve it? It would help him to provide more good map.

Mateos
1-09-2012, 11:02
Keep in mind it's a great bugfix/improved map... But ofc just saying this isn't helping much.

Shitty mind?

kamibo
1-09-2012, 18:43
Really nice map i'm looking forward to try it:w00t:
keep up the good work:claps:

Chuckun
7-09-2012, 16:57
Dude don't come here and say 'shitty map' - I happen to be disappointed with this map but I'll actually explain why.

Aesthetically the map is a beauty! I was really looking forward to it.. But there are a few cut-corners, and problems.

For example, the bushes are actually walls.. This looks very cheap and also makes playing very awkward because ET maps usually just use visual textures for foliage, not wall textures.. That's the easy part for you to fix..

But I would also suggest removing the 'damage' from the water, and anything else you can do to aid the Allies.. Allies have a really bad time on this map - they are always forced into a bottle-neck causing them to be slaughtered.. And the anti-tank gun just adds insult to injury, blasting half the team every 20 seconds.

Fix these issues and you'll have made an extraordinary map!

Mateos
7-09-2012, 17:43
Hello,

As said, just a bug fix, that's why I kept the "bushes" like walls, the damage inside water (I would replace it by a strong stream, and if a player reaches the bushes he will be turned into pieces ^^), and also modify the AT-Gun behaviour (Please see Part II on Splash Damage forums for more details, and I made bots plant the AT-Gun on start for that reason).

The thing I did alter also are the spawn times. Because of the first map, I increased the Axis from 16 to 30 and Allies from 14 to 20, to let more chances to get the Tank (See the right-vision path from the hill after buildable Bridge to Tank? A slaughter, even worse if Arty is used!).

Thank you for your feedback! I'll keep it in mind if I do a new version, like Nordwind 2 :)

Dookie
8-09-2012, 09:06
Keep in mind it's a great bugfix/improved map... But ofc just saying this isn't helping much.

Shitty mind?

I bet that guy who said that this map is shitty, heavent even tried playing it.

Chuckun
9-09-2012, 22:30
Hello,

As said, just a bug fix, that's why I kept the "bushes" like walls, the damage inside water (I would replace it by a strong stream, and if a player reaches the bushes he will be turned into pieces ^^), and also modify the AT-Gun behaviour (Please see Part II on Splash Damage forums for more details, and I made bots plant the AT-Gun on start for that reason).

The thing I did alter also are the spawn times. Because of the first map, I increased the Axis from 16 to 30 and Allies from 14 to 20, to let more chances to get the Tank (See the right-vision path from the hill after buildable Bridge to Tank? A slaughter, even worse if Arty is used!).

Thank you for your feedback! I'll keep it in mind if I do a new version, like Nordwind 2 :)

There's another thing I forgot to mention.. I can't describe it better than someone did over at F|A Forums because I haven't played the map much so I'll just quote them.


On the mountain sniping (in the clear) there is an invisible wall you cant shoot through. And in misc areas if you shoot in front of you bullets hit invisible walls everywhere.

Again I want to stress that this is a beautiful map.. It just needs these things fixing, if you are able to :)

Mateos
10-09-2012, 19:22
Hello,

Can your member take a couple of screenshots of the areas he mentions? There is several locations where you can take cover between these "walls", I can turn them into player clips and not weapon clips.

Thanks!

Chuckun
10-09-2012, 22:46
I will try :)

omen
4-11-2012, 14:08
http://api.trackbase.net/sig_server/176.9.104.241:27962/et.png LUKNIEMY CO ZA MAPA :d:D

Adrian
4-11-2012, 14:30
http://api.trackbase.net/sig_server/176.9.104.241:27962/et.png LUKNIEMY CO ZA MAPA :d:D

Can you please use English in our forums.

omen
5-11-2012, 22:17
yes