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Beach removed


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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

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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 by Flo
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The venice gets some players arguing.. Or maybe is Annie's  old jokes which starts chat beeing full, mostly on Venice..  :roulette:  Better ask why people vote it then :respect: ok they say what they say.. Still democracy works highest votes wins :party: 

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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.

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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 

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  • 1 month later...
	/// 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 by _Ler
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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?

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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 :)

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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 by _Ler
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