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|Warden

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Posts posted by |Warden

  1. Okay, it' s time to report the current situation:

    @Dmxj and @Ctrz It is possible to move/replace every part of a map. I mean the spawners, constructible stuff, cp, doors etc. (just like Minecraft or Lego). So everything is possible  I moved the axis spawners from cp into the building and it works fine. I followed the same method with constructible barrier... works fine.  However it is really hard to set textures and models back since I have to convert the map twice... yes TWICE. The (mapname).pk3 file contains a (mapname).bsp file: this is the map that can be loaded only in game. The .bsp file is a converted .map file. Map file can be loaded in map editor software, but can't be loaded in game. When I convert .bsp into .map file, a lot of details change or get lost. Recovery takes a lot of time, since Battery is a large, terrain map. The author of the edited version didn't place the .map file in the .pk3 file in 2008. That means I mustn't edit his/her map without permissions. (Yeah converting is quite illegal and disrespectful, if the map will be used on a server. Adding glass roof/editing the original version of the basic maps is allowed ofc.). So these are the options:

    - keep this version of the map or replace with an other one

    - modify the standard map (it doesn't take a lot of time, and you can suggest your ideas).

    The decision is up to you, but note that: you'll never find a map wich is good/acceptable for every player :)

  2. @Dmxj Yes, of course. I have to move the axis spawners only. There could be 32 or 16. I'll change and upload (here) the map tonight :)

    Edit: Is it acceptable, or you would like to place the spawners next to the door? In my personal opinion this system is quite fair, because respawned axis can't block allies in the back door, but they can catch them in the tunnels and they can defend the generator. 

    2020-05-01-135246-sw_battery.jpg

  3. 8 minutes ago, Bystry said:

    Nice effort m8, however, this fix (glass roofs for anti-sk) is perfectly possible to do with a simple map script (mapscripts/mapname.script). An example:

    
    create
            {
                scriptName "spawnroof1"
                classname "func_fakebrush"
                origin "2757 -759 100"
                contents 1  // SOLID
                mins "-360 -375 -88"
                maxs "360 375 88"
            }

    This one is for invisible glass roof on goldrush. 

    Yes indeed. This is the other "5 minutes solution" for this problem. Since I am mapmaker I prefer map editing, because I find this way easier, than writing additional scripts (I mean non prefab and obj scripts). We used to add visible buildings (where player spawners can be placed) and it was really effective against sk. This solution is pretty insane if you grab your keyboard to start scripting :)

    If you would like to have partial glass roof on some spawn areas (because defending players would like to set mortar or call support fire after respawn) you need to place the spawners into the protected area and mark the borders of the glass roof, wich requires more lines in script file.

  4. Since there are a lot of players on ETL2, it is pretty hard to avoid "sausage party" (20 players are fighting in one location of a bigger or smaller map). And I know I am not a very active visitor of this server yet, but I recommend large (and maybe medium) maps like Castle attack, Capuzzo or Streets of IItaly, different MLB maps etc. These maps are great, because attacking and defending teams are able to move between locations.

  5. Warning depends on the situation. I just wanted to say that preventing is always a better way :)

    Now look at the pics and feel free to share your opinions/questions/suggestions about them. The map details, marked with "???" are optional.

    @Ctrz, ET and the compatible map editor softwares are 17 years old. If you started a new hobby -like map editing- you would surely realize that everything is possible, when it comes to map building :)

    supply_cc.png

    bremen_final_cc.png

    sw_oasis_b3_cc.png

    goldrush_axis_spawn.png

    pirates_cc.jpg

  6. 24 minutes ago, Ctrz said:

    Well some suggestions from top of my head:

    Supply - allied 2nd spawn upper exit - I would put roof that area because until command post, its the only way out for allied.

    Goldrush - axis 2nd spawn and the zone behind tank (so no mortar could hit there)

    Bremen - axis 2nd spawnhouse area

    Pirates - axis 2nd spawn upper area door/ledge against allied mortar

    Oasis - axis 2nd spawn

    These are some suggestions.
     

    @|Warden - if I understand correctly - glass roof also denies someone in there shooting out - correct? For example if we glassroof the axis 2nd spawn in goldrush then mortar cannot sit in spawn and shoot out? :)

    Okay @Ctrz, I will edit and upload these maps. It will be available for everybody. Admins can use these files if they want.

    Shooting through the glass roof is impossible, even you are under the protected area...+1 disadvantage. However, I can "fix" this problem in two easy steps:

    -  Editing the command map (the map that you can expand with G button, or you can check it in limbo menu or compass) is pretty easy. Players would be able to see the borders of the glass roof and protected spawn area. 

    - I can cut and mark some small spots in the glass roof, so axis and allies would be able to shoot through the brush. You may ask: what about the protection in this case... well I can simply move the spawners into the protected area. OR: there is another type of glass roofs, wich blocks every shot, but players are able to move, even they are in the middle of this brush. So spawners would be placed in the middle of a giant glass cube.

  7. 29 minutes ago, Charlie said:

    The Vimeo links don't go anywhere.

    We did used to have glass roofs on certain maps (Oasis springs to mind) and it may very well be something we want to include again. I'm honestly not sure if we have any on the maps right now. We do have glass walls on some maps though. The second version where it pushes said players away sounds too intrusive on the gameplay in my opinion, but that's without seeing it or testing it. It would have to be on something very specific and not just the general spawn area on goldrush for example, I think.

    I'll see what the admins say and we'll get back to you on it all. Personally, I'm impressed by it all :D 

    Well, the second trigger (with push+print) can be edited. If you think a simple message would force a player to leave the spawn, I would disconnect and remove the push target. If you watch the first video you can see that the target push pushed me further, than my original position, because the value of pushing speed is 1000 (very strong!). I can set it to 100-200 and players wouldn't fly around like a headless chicken... The decision is up to you ;) 

    About locations... It can be difficult to decide the place of these brushes, but my recommendation is this:

    - defending team: the last spawnpoint executed during the game

    - attacker team: the first spawnpoint executed during startup

    - exceptions: secondary spawnpoint(s), CP and flag(s)

    If you would like to test these things just let me know and I will make a test map for you, that you can try on your localhost. Or you can test it after entering /devmap [mapname] in console. It would be much easier for you to pick the best value of pushing speed and other special settings. I could build this test map in 5-10 minutes for you.

  8. Hello Guys,

    Some of you mentioned that spawnkilling should be "disabled" on some maps. I said, I can simply edit the sensitive parts of the maps in a few minutes. Maybe spawnkilling is not a very-very common problem, but in my personal opinion preventing the spawnpoints could save us from warnings and using commands. I had to warn 2 players today, but they stoped spawnkilling. The question is: do we really need these warnings or we can let it go and enjoy the game? 

     

    The following pictures (in connection with the videos on Vimeo sk_fix1_fixed//: sk_fix2_fixed) will show you 2 new extensions. These new parts are effective against: spawnkilling (and off course walljumping). I already know some spawnkill sensitive maps on TM servers, but I ask (especially admins and FTP owners): Would you like to take part in this "action" and suggest map names with locations? If not, then you can just leave this topic forever,

     

    If yes, then you will get the edited maps. The difference between the edited and the original one is pretty small: it won't affect the downloading and it won't destroy the clean gameplay.

    Post here your ideas and/or decision about the topic. 

     

    Take care and see you in game :)

    prezentáció2.png

    prezentáció.png

    • Like 4
  9. Yes, Oliveira got the point. This guy is just simply immatured, but he keeps using bad manners, after some of the players asked him to stop it. We usually call a vote and mute him for a while.

    I have the chance to react, so I will close the kindergarten, before it develops to a bigger problem.

     

    @Eagle_cz Thank you for your tips, I will keep my eyes opened next time ;)

     

    Edit: I have just finished my conversation with bobolo. Since I prefer peace instead war, I let him know the situation. As you can see the 1st pic, he is a bit "different" when it comes to thinking about meaning of words. The 2nd one is a bit more interesting; I am really curious about it. He may understood me after the 100th time.

    2020-04-01-041125-fueldump.jpg

    2020-04-01-041527-fueldump.jpg

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