Founders MrMuppet Posted April 9, 2021 Founders Report Share Posted April 9, 2021 Guys, we have removed Beach from the server due to spawn killing and how this is dealt with on the server, I have uploaded UJE Carentan, Map made by [UJE]Niek --UJE_carentan -- This is a rework of the carenthan map, Allies can use the commandpost spawn in this version So it's not impossible to win anymore Allied Objective * Escort the tank * Steal the objective and bring it to the chopper Axis Objective * Stop the tank * Prevent the allies from stealing the objective This is a remake of Kha Ran Than 1 1 Quote Link to comment Share on other sites More sharing options...
Flo Posted April 9, 2021 Report Share Posted April 9, 2021 is it the same as Kha Ran Than previously added on ETL2 server last week? Quote Link to comment Share on other sites More sharing options...
Founders MiniMuppet Posted April 9, 2021 Founders Report Share Posted April 9, 2021 51 minutes ago, Flo said: is it the same as Kha Ran Than previously added on ETL2 server last week? yes they just changed it a little Quote Link to comment Share on other sites More sharing options...
Dmxj Posted April 10, 2021 Report Share Posted April 10, 2021 Well if it gives a more balancing map please update etl 2 with that Quote Link to comment Share on other sites More sharing options...
Flo Posted April 10, 2021 Report Share Posted April 10, 2021 (edited) 14 hours ago, Dmxj said: Well if it gives a more balancing map please update etl 2 with that Yes I think it does because the only remarks we've got about this map from players on ETL2 is the fact that there's no advanced spawnpoint, so it's annoying for allies to always start attack from helicopter. Thus, this version should be more balanced. I played it yesterday on ETL1 and althought the map setup is the same, the textures are different - buildings and roads are much more "clearer" Edited April 10, 2021 by Flo Quote Link to comment Share on other sites More sharing options...
Dragonkiss Posted April 10, 2021 Report Share Posted April 10, 2021 Played it for the first time and on an full server there’s still a lot of ‘choke-points’ which make it for axis very easy to defend even without airstrike’s. But it’s an eye-candy for sure. Quote Link to comment Share on other sites More sharing options...
Stumpel Posted April 11, 2021 Report Share Posted April 11, 2021 The venice gets some players arguing.. Or maybe is Annie's old jokes which starts chat beeing full, mostly on Venice.. Better ask why people vote it then ok they say what they say.. Still democracy works highest votes wins Quote Link to comment Share on other sites More sharing options...
Founders MrMuppet Posted April 11, 2021 Author Founders Report Share Posted April 11, 2021 On 4/10/2021 at 7:04 AM, Dmxj said: please update etl 2 Added. Quote Link to comment Share on other sites More sharing options...
Sebast1an Posted April 11, 2021 Report Share Posted April 11, 2021 Sad to see beach removed. You're absolutely right about the reasons why though - the sk is nonstop on that map. Quote Link to comment Share on other sites More sharing options...
Dragonkiss Posted April 11, 2021 Report Share Posted April 11, 2021 Perhaps block the window in the fixed Axis spawn with unbreakable glass or just close it with bricks so you cannot shoot in or out and give the allies somewhat more time to attack. Quote Link to comment Share on other sites More sharing options...
Jessica Posted April 11, 2021 Report Share Posted April 11, 2021 1 hour ago, Dragonkiss said: Perhaps block the window in the fixed Axis spawn with unbreakable glass or just close it with bricks so you cannot shoot in or out and give the allies somewhat more time to attack. Beach has been added and removed several times. SK is very hard to avoid in this map, but Dragonkiss's remark could be the solution to most of all the SK I have seen. 1 Quote Link to comment Share on other sites More sharing options...
Founders MiniMuppet Posted April 11, 2021 Founders Report Share Posted April 11, 2021 2 hours ago, Dragonkiss said: Perhaps block the window in the fixed Axis spawn with unbreakable glass or just close it with bricks so you cannot shoot in or out and give the allies somewhat more time to attack. Great idea we just need someone who could do that :d Quote Link to comment Share on other sites More sharing options...
Dragonkiss Posted April 11, 2021 Report Share Posted April 11, 2021 Sadly I don’t know anyone... but it would solve a lot of issues i recon. you guys ‘n galls are way more into it now then I am. Quote Link to comment Share on other sites More sharing options...
Ctrz Posted April 11, 2021 Report Share Posted April 11, 2021 (edited) 1 hour ago, MiniMuppet said: Great idea we just need someone who could do that :d Surely we can do it ... Edited April 11, 2021 by Ctrz 2 Quote Link to comment Share on other sites More sharing options...
_Ler Posted June 8, 2021 Report Share Posted June 8, 2021 (edited) /// Invisible wall in Axis spawn window - Needs to be tested more for explosions /// _Ler. 08 June 2021 create { scriptName "roof_bugfix" classname "func_fakebrush" origin "2345 3166 1170" contents 1 // CONTENTS_PLAYERCLIP mins "-15 -200 -60" maxs "35 200 60" } /// End invisible wall In case you have modified mapscript the code above must be placed at beginning of the mapscript file, right after the spawn (check file attached, it's original mapscript form et_beach.pk3) et_beach.script Forgot to say: -There is a video on Discord channel to see how it works - It needs a bit more testing (some SK tests with mortar and panzer to check how it works with explosion range) - It's only the upper window, lower window needs to be made (but i can't test or do anything until next week) Edited June 8, 2021 by _Ler 1 Quote Link to comment Share on other sites More sharing options...
StarScream Posted June 8, 2021 Report Share Posted June 8, 2021 _Ler, you're an absolute star, thank you! Quote Link to comment Share on other sites More sharing options...
Founders MrMuppet Posted June 8, 2021 Author Founders Report Share Posted June 8, 2021 @_Ler Thanks, I'll drop it on the test server and try out. Quote Link to comment Share on other sites More sharing options...
Founders MrMuppet Posted June 11, 2021 Author Founders Report Share Posted June 11, 2021 Map added, thanks to @_Ler for the script. Quote Link to comment Share on other sites More sharing options...
Bomba Posted June 11, 2021 Report Share Posted June 11, 2021 4 hours ago, MrMuppet said: Map added, thanks to @_Ler for the script. Great job! But it seems that the mg in upper bunker is still usable and cannot be hit from outside anymore. That makes it real though for allies to kill the mg guy. Can we remove the mg or block it somehow? Quote Link to comment Share on other sites More sharing options...
Dragonkiss Posted June 11, 2021 Report Share Posted June 11, 2021 I’d like to say awesome!! One brings up an idea and people actually do something with it. !Beer Team Muppet Quote Link to comment Share on other sites More sharing options...
_Ler Posted June 12, 2021 Report Share Posted June 12, 2021 23 hours ago, Bomba said: Great job! But it seems that the mg in upper bunker is still usable and cannot be hit from outside anymore. That makes it real though for allies to kill the mg guy. Can we remove the mg or block it somehow? I knew about this. To remove it we need the exact coordinates (I need to check through the BSP file) or make the wall wider so you can't reach the MG. I'm still on my holidays but I'll have some time next week to check it out (monday/tuesday) I tried to destroy the MG in my demo server with bazooka and it worked (so you can't hit the player but you can damage it) Next week I'll try to remove the MGs and also block the lower wall, and update this post with new scripts :) Quote Link to comment Share on other sites More sharing options...
_Ler Posted June 12, 2021 Report Share Posted June 12, 2021 (edited) Nevermind. Just add this line before the 'create' part: delete { origin "2365 3168 1176" } So it would be something like this: Quote /// Invisible wall in Axis spawn window - Needs to be tested more for explosions /// _Ler. 08 June 2021 delete { origin "2365 3168 1176" } create { scriptName "roof_bugfix" classname "func_fakebrush" origin "2345 3166 1170" contents 1 // CONTENTS_PLAYERCLIP mins "-15 -200 -60" maxs "35 200 60" } /// End invisible wall And it will remove the MG42 As I said on previous post, the lower part will be made nextweek Edited June 12, 2021 by _Ler 2 Quote Link to comment Share on other sites More sharing options...
Dragonkiss Posted June 12, 2021 Report Share Posted June 12, 2021 Dude! Again my hero! Quote Link to comment Share on other sites More sharing options...
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