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 Post subject: DH-Maupertus-beta3
PostPosted: Sun Jul 19, 2009 1:19 pm 
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Joined: Tue Jan 23, 2007 11:36 am
Posts: 1225
Location: Belgium
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DOWNLOAD HERE:
http://www.red.orchestra.pl/plug.php?e= ... us&x=GUEST

gallery: http://www.red.orchestra.pl/datas/spgm/ ... /maupertus

Maupertus, a smal village east of the cherbourg port, a few kilometers into the land.
the attack takes place on 22/23 june 1944.
maupertus is mostly important due to it's airfield overlooking and protecting the cherbourg port from allied planes with its heavy flak.

the map contains 13 objectives, you start in the fields on the west, and must work your way through the entire village untill you cleared all the buildings and thrown the germans out of the village.
allies are a well equipped force with support of 1 stuart tank that respawns 1 minute after destruction. the germans represent an ill equipped force with no tanks, assaulters only get mp40's. only 2 semi's, and there are a few mosin rifles available at spawn.

this is my first real normandy map, wich i could not have made it without the precious help of BeLeNoS who took pictures of the village for me and also made a few textures.
i think the map looks quite different from the other normady maps out there, and hopefully it will inspire other mappers!

changelog:
-church tower is accessible
-added locational volumes
-tweaked a few spawns
-fixed various little bugs
-added flanking routes through the fields around the church and town hall
-removed the blocking volume on the flank of the picot farm, you can now flank it aswell
-placed the Mosin pickups away from fausts
-added 1 pak40 gun for the axis, wich can spawn in 8 different locations
-various tweaks and changes with walls/hedges, some are sneaky :wink:
-added a few ladders that allow you to "climb over" some of the walls
-more tombstones in the graveyard
-added an overhead map, gratiously created by Reinhard and friends.
-round duration increased with 3 minutes
-spawn tweaks
-added 8 small and short artillery strikes for allies and 2 radio operator roles
-various windows and wall height tweaks for better weapon resting
-added more flanking routes
-added more spectator camera's.
-placed the teleporters further away from the doors because sometimes when the first door didn't close, you could teleport by touching the second door.

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maps: RO-PariserPlatz DH-Foy DH-stavelot DH-La Gleize DH-Cheneux DH-raids DH-Stoumont DH-Targnon
released: DH-Maupertus viewtopic.php?f=69&t=5521&p=53034#p53034
WIP: DH-st-marie du mont viewtopic.php?f=62&t=5647


Last edited by SchutzeSepp on Thu Aug 20, 2009 8:10 pm, edited 7 times in total.

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Sun Jul 19, 2009 1:38 pm 
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Joined: Thu Jun 12, 2008 10:57 am
Posts: 1341
Location: Denmark
Great man. Downloading now. Can't wait to try it out

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Maps: Bois Jacques, Poteau Ambush, Noville

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[DH-T]Omaha: We do death drinking in scotland. Its when you drink until you stop living.


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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Sun Jul 19, 2009 3:05 pm 
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Joined: Mon Aug 18, 2008 5:49 am
Posts: 89
Does look great, will be on the 29th servers shortly.

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ANDREW L. THEEL, ASN 161365238


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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Mon Jul 20, 2009 4:21 pm 
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Joined: Thu Mar 29, 2007 2:24 pm
Posts: 132
Location: Germany
Added the map to our download-area:

http://redorchestra.panzerdivision-frun ... ile_id=807

Added the map to our servers:

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Mon Jul 20, 2009 9:47 pm 
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Joined: Fri May 29, 2009 5:06 am
Posts: 727
Location: Repentigny, Québec
It looks great!! can't wait to play it!

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Mon Jul 20, 2009 9:54 pm 
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Joined: Tue Jan 06, 2009 2:01 pm
Posts: 392
Location: Teutonien ^^
I found a lot of bugs, do you want us to post them here? (Or are you allready aware of them?)
Great map though! :)

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Tue Jul 21, 2009 7:13 am 
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Joined: Tue Jan 23, 2007 11:36 am
Posts: 1225
Location: Belgium
im aware of most, but you can always try to surprise me :wink:

so far my findings are that the church tower needs to be accessible so the allies can cover the town hall objective from a safe place. and probably add 5 minutes to the round

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maps: RO-PariserPlatz DH-Foy DH-stavelot DH-La Gleize DH-Cheneux DH-raids DH-Stoumont DH-Targnon
released: DH-Maupertus viewtopic.php?f=69&t=5521&p=53034#p53034
WIP: DH-st-marie du mont viewtopic.php?f=62&t=5647


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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Tue Jul 21, 2009 12:17 pm 
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Joined: Wed Jun 24, 2009 11:39 pm
Posts: 93
Location: Mannheim, Germany
The map is very good! Many good farmhouse buildings too. I love that authentic buildings hehe. :)

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Tue Jul 21, 2009 2:13 pm 
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Joined: Mon Mar 09, 2009 8:02 pm
Posts: 41
Location: japan
nice map. :D
Scenery, atmosphere, balance, all are splendid. :mrgreen:


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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Wed Jul 22, 2009 12:00 am 
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Joined: Wed Jun 24, 2009 11:39 pm
Posts: 93
Location: Mannheim, Germany
SchuetzeSepp could you please add me in SteamFriends? I am mapping and it would be great to talk about mapping related stuff. :)

My steam name is: mackietheknife@hotmail.com

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Wed Jul 22, 2009 3:19 pm 
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Joined: Tue Jan 23, 2007 11:36 am
Posts: 1225
Location: Belgium
BlackLabel wrote:
Very nice map. Plays out great. Some stuff through : sometimes the axis get stuck with their spawn by the church even tho the allies allready moved on beyond that point. Dont make those hedge corners minefielded. Whould take away some imersion imo.

Btw..i allways go out with the mosin..for whatever reason it works better for me on that map.
Another beautyfully layed out map. The hedges feel and look very real instead of just beign some green wall.


do you mean the spawndoor stays open? did it happen more than once? normally the defending side gets double doors, that way when players block one then usually the second one still closes. im gonna put the second doors a bit further though to avoid this.

my experience so far is good with the map, the balance (unfortunately?) appears to depend entirely on the quality of the teams. played yesterday on the FK realism server, and the axis was really giving the allies a hard time with their "by the books" defense. we lost as the allies still having to cap the 4 last obj's, but it was strangely fun anyway.
and i was ready to do changes to the map in favor of the allies, but then i played a round on the pzdf server and there the axis was really getting bumraped, the allies won with 6 minutes to go.
so im not sure at all anymore about the neccesary gameplay changes for beta2, but i have already started cleaning up some visual bugs and made the church tower enterable. im also thinking of allowing the allies to blow holes in some of the building walls with the zooka or stuart.

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maps: RO-PariserPlatz DH-Foy DH-stavelot DH-La Gleize DH-Cheneux DH-raids DH-Stoumont DH-Targnon
released: DH-Maupertus viewtopic.php?f=69&t=5521&p=53034#p53034
WIP: DH-st-marie du mont viewtopic.php?f=62&t=5647


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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Wed Jul 22, 2009 5:16 pm 
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Posts: 321
Sepp the map plays just fine, I wouldn't change anything gameplay wise. Its going to come down to who the better team is and that is how a map should be.

The only thing I would change is the Mosin spawns, people are getting far too confused about which is a Panzerfaust and which is a Mosin. I would leave the Panzerfausts where they are and put the Mosins on the tables in the teleporter room, like you did with the M1 Carbine for Foy awhile back. Or you could eliminate them altogether and make the Mosin an option for the Rifleman. Most people will take the K98 anyway, so you wouldn't need to worry about everyone using one.

One last thing, change the texture on those trenches. The river bed texture just looks strange.

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Wed Jul 22, 2009 6:03 pm 
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Joined: Thu May 22, 2008 1:44 pm
Posts: 57
Location: Tennessee, USA
I've only found a few problems with the map, mostly graphical. Around the Picot farm, theres some odd lighting on one of the walls showing green and purple. Inside the building part of the roof texture is showing through the wall as well. Town Hall also has a door that seems to be one way unless you crouch, its got like a stool or ottoman as a stepup to it from the nostand pass side. I also like how the Stuart can go practicly anywhere on the map.

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Thu Jul 23, 2009 9:21 pm 
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Joined: Thu Mar 22, 2007 8:10 pm
Posts: 268
Location: Weimar, Germany
Quote:
do you mean the spawndoor stays open? did it happen more than once?


Seems to be related to caporder. As for example...i was able to sneak into the first right farm and setup so i could shoot axis just spawing out of thin air. However..they remained spawning there. happend 2-3 times in diffrent games on diffrent servers.

Also, i was rethinking that "minefield in a hedge corner" thing. Try it. It might make the time limit a bit more comfortable for the attacking side. Only time can tell and , as mentioned, it also depends on the crowd that playes on a certain side.

Maybe it might be wise to testplay your maps on a organised envoirment.

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 Post subject: Re: DH-Maupertus-beta1
PostPosted: Thu Jul 23, 2009 10:44 pm 
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Joined: Fri Nov 14, 2008 10:44 pm
Posts: 192
I agree with not changing much as in the form of gameplay. On our server it goes either way all the time. Sometimes the Allies just steamroll other times they make it to the last 2 objectives and fail due to time and other times the Germans just pwn the allies period.

I've said it before and I'll say it again. ALL maps are team specific and can be won and personally I haven't played a single map that I could say was biased toward a particular side. They ALL play out either way depending on the teamwork and team.


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