necrology_b2fix is ready to play !

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necrology_b2fix is ready to play !

Postby Necromancer » Thu Feb 11, 2010 23:16

Hi all,

So my map necrology_b2fix is finished.

For information the map is 8 Mb.


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Basic Information
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Author : -|PS|- N3crom@nc3r

Come on playing in Prime Squadron community Server an have fun.

Internet : WWW.Prime-Squadron.com

Servers : PrimeSquadron#1 : 213.239.219.249:27960 NoQuarter1.2.3
PrimeSquadron#2 : 88.198.62.41:27960 NoQuarter1.2.5
PrimeSquadron#3 : 213.239.219.249:27962 NoQuarter1.2.7
PrimeSquadron#5 : 88.198.62.41:27962 NoQuarter1.2.7
PrimeSquadron#7 : 213.239.219.249:27961 EtPro 3.2.6

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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory

Title : necrology_beta2fixed

Filename : necrology_B2fix.pk3


Release date : 23-03-2010



Decription : - August 1945 -

End of second world war is near, but Axis and Allies need to fight for the last time.
This last combat is to hold dead teamate lost in combat and transport bones in crypt to resurect soul.



This map is CTF style and you need to capture dead bones placed in map for the two teams. For win you need to capture 8 bones.


Explication for playing the map necrology_b2fix :

I have placed 8 bones for axis in allies side and 8 bones for allies in axis side.
For axis you have one tiny red light from bones to capture and for allies you have blue light, i have make this is for no confusion during the game.

In the middle of the map you have one Resurector to construct (command post) and this can open in automatic door from crypt for secure bones.

Example for opening crypt door :

- Resurector is not constructed from the two teams : Allies and Axis crypt door's are closed !

- Resurector is constructed from Axis : Axis crypt door is open
: Allies crypt door is closed

- Resurector is constructed from Allies : Allies crypt door is open
: Axis crypt door is closed

The two teams need to fight for capture the Resurector and defending it for have advantage for win the match.

Ok guys the briefing is finished go to fight and have fun.

Axis Objective : Construct The Resurector for opening crypt door and secure all 8 bones.

Allies Objective : Construct The Resurector for opening crypt door and secure all 8 bones.


Change in béta2fixed :

- Deleted Axis and Allies win music
- Added fog for lag
- Fix shader for skeletons bug



Program : SD Radiant 1.5.0

Build time : 4 Month

Compile time : 5 Minutes



And i send you 5 screenshots from the map here :

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Image

Image


I send the link if you will download the map :

http://marckno.free.fr/Map/necrology_b2fix.pk3

-|PS|-N3crom@nc3r.
Last edited by Necromancer on Tue Mar 23, 2010 19:42, edited 11 times in total.

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Postby Fefe » Thu Feb 11, 2010 23:40

seems nice :)

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Postby Marcco7 » Thu Feb 11, 2010 23:49

Nice Map!
In which program are you doing this maps?
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Postby GokuSan » Fri Feb 12, 2010 0:00

Marcco7 wrote:Nice Map!
In which program are you doing this maps?

Necromancer wrote:Program : SD Radiant 1.5.0

:roll:

It looks amazing Necro, well done! :D Can't wait to play it :P
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Postby -Gighen- » Fri Feb 12, 2010 0:57

Fefe wrote:seems nice :)


+1...
i want to play it.....
i'm waiting.... :P

-Gighen-
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Postby Plastic_Jesus » Fri Feb 12, 2010 7:15

You have done nice maps. How do you get these ideas ?
S.S.Atrocity wrote:Im pretty sure Saukko will have pages worth of bugs found before anyone knows about the release...lol

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Postby Mitja » Fri Feb 12, 2010 8:07

It looks good.I want play it too ^^
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Postby wuju » Fri Feb 12, 2010 9:09

im rly impressed :)

nice to see such a talented guy here :)

btw is that map so dark or just those screenshots are?

id like to play it, great work :)
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Postby iZver » Fri Feb 12, 2010 9:35

I know this is off topic, but this map reminded me:

Is there any COD5 styled NAZI zombies map or something like that. Where Allies would have to defend an enclosed structure, and nazi's would attack it. Or something like that.

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Postby Kitek » Fri Feb 12, 2010 11:46

Holllyyyyy....... This screens looks tasty :hyper: . I dlike to play on this map :D.
If that will came to PS#3 will be mega cool xD.
That looks climatic :). (Smells gothic a little bit xD)
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Postby flow » Fri Feb 12, 2010 13:11

sounds very interesting :)

can you reupload those screenies those have been deleted from upload place...
( www.imageshack.us ) is good one ;)
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Postby Necromancer » Fri Feb 12, 2010 22:13

Hi all,

Thanx for your post.

I have fixed screenshot, problem from my provider have blocked my ftp :x

I have make one link for downloading the map, download is slow.

I will thanx my friend for send my space of him ftp for place screenshots and the file map for the download.

Ok you are ready for the expérience necrology, press play and fun.

If you find some problems send me one post.

-|PS|-N3crom@nc3r

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Postby Ziem » Fri Feb 12, 2010 22:22

Very nice map Necro. This skybox looks really great and the ruins has nice details :)

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Postby icefrost » Fri Feb 12, 2010 23:00

looks huge but not that bad, well done again necro, keep that good work up :)
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Postby Kuna » Sat Feb 13, 2010 4:50

I create some hits for you about better playable (increase fps)

First of all:
Image
Dont make so many small brushes, it can make your map crash when you compile it (some sort of visiblity error). You can use to make that 'half circle' thing Simple Patch Mesh :)

About terrain:
Image
hm it shouldnt give problems with fps or crashes but use on it func_group is more easy to export it on another place on map without selecting all of that small brushes.

And imo that you must remember :d :
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When you end your map than recommended is use hintskip shader and on one side hint shader in every place where you move from big areas to small areas. That brush exacly should be placed on border of big area. I think you know what i mean :>


Anyway i like this map. Lighting is nice,models are funny and idea is great ;) - good work!
Just dont put it on ps1, wont be playable when server is full :>
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Postby Mefisto » Sat Feb 13, 2010 11:30

Respect, rly nice work

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Postby iZver » Sun Feb 14, 2010 20:21

Good work, but as I said, here's my list of what I'd like to see in next release:

-Elaborate the map.
What I mean with this is that you make the map more diverse. Right now the map is one big grassland and 4 teleports, with some sweet bushes. All of this is super.
But that's just about it.

You need to add stuff to make the map more interesting. What I would do to increase diversity?

Most importantl: add more tunnels, and ditches. So you can move around without getting shot at every step. Perhaps connect the 4 teleports with tunnels, and add a network of ladders to the surface.

Add some small tomb-chambers, for one player to hide in.
Add grave stones large enough to hide behind.
More teleports maybe? One to the center?


Another thing is the central building. Right now it's plain. I haven't seen any second floor. Perhaps I am wrong? But anyway, you could add ladders, stairs, and more floors. So one could go on top and snipe.


Fix the teleports. I don't know if this is deliberate, but where you teleport, there is normal grass. So enginers can set mines there, killing you. This should be fixed.

And I see many people don't understand how to play. Maybe add some tips at the beginning?

In a nutshell: add diversity.


But else, sweet map! Thanks for the hard work.

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Postby Necromancer » Mon Feb 15, 2010 21:38

Hi all,


Thx for your explain and idea for the map.

I have started the beta2 version i will fix some stuff.

- Abbeye fixed with selection brush from detail to structural
- Deleted rain for better visibility.
- Deleted ladder in exterior from church for disable sniper play.
- General light from map higher, but map was a bit too dark.
- Hole fixed, simply deleted after found 2 heawy bug in 2 holes.
- Actually i have tested the map in r_showtris and the FPS turn to 90 - 80.
- 2 minutes time sound deleted.
- Teleport sound deledted.
- Mine temporaly desactived, for installing zone for non plants mines in teleport
zone.

For the rest i show was i can make.

I post new when map most avanced is.

Necromancer.

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Postby Rainbow » Tue Feb 16, 2010 10:21

Okay, some feedback from me:
-some info in limbo menu
-destroyable tombstones ! And not with 2 shots, with maybe ~1,5 nade. :)
-i like the rain ;)
- some way map end itself, if noone play. Atm time just stands at 0:00 and blocks the cycle.

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Postby Necromancer » Sun Feb 21, 2010 16:39

Ok guys the beta 2 is ready show on start from this post i post the new readme file, new 5 screenshots and the new links for download the map.

Necromancer.

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Postby iZver » Sun Feb 21, 2010 16:50

Sweet!

Not sure what -The hole- was. But since u removed it, it doesnt matter :)

Deleting ladder was imo not a good idea, since it was a nice extention of playing possibilities. (You can't snipe anymore now) - Besides, you can double jump on top ^^

What is new acces from underway?

And about the trees, people might have different opinions, but IMO, they spoil the enviroment. A graveyard's supposed to be dull and empty.

Maybe add bigger gravestones instead of trees?

Keep up the good work! Cheers,
iZ

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Postby Necromancer » Sun Feb 21, 2010 17:10

Hi,

The hole are for example when you use teleportation, i found big bug in that and decide to remove it.

I only deleted the ladder, you can use double jump, church is not blocked and you can use snip over the church. Just jump over on.

Yes i install 2 underway access, and this is a sarcophagous door, example for axis can pass and blocked for allies, and same for allies side.

Trees are here for blocking sniping position, i will not a map on you can play only sniper. Is a abandonned gravestones, and the nature as on it.
On church zone you found dead trees in cementery.

And all change is for better gameplay, you can caching you in trees.

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Postby Samuraii » Sun Feb 21, 2010 22:43

cool, lets put it in practice if any serverowner wants to ? :D
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Postby Marcco7 » Sun Feb 21, 2010 22:53

Samuraii wrote:cool, lets put it in practice if any serverowner wants to ? :D

They are on PS#5 i think....if sebbel not change it still is in...so look there...
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Postby iZver » Sun Feb 21, 2010 23:20

PS#5 has b1. Dunno if seb will update to b2 or replace it with something else.

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