| ScrapyardBob |
03/29/06 11:57am
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#1
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
(Since there are some non-MOB folks testing the map, I'm going to start an alpha testing thread here in the open forum.)
The map is not ready for public testing yet (in case some are wondering) and is on a password protected test server in Chicago. It's still undergoing extensive internal testing and changes. All MOB members are welcome to test (see the MOB Regs forum for server info) and I have also sent server information to a few friends from past clans or people who are excellent at map design. ... State of the map (v067): - CNQ is implemented with 13 capture points and 2 bonus objectives (one at each end). The bonus objectives do not work yet. There are 10 spawn points per objective for each team (240 total TDM spawn points for CNQ). Right now the server is running in debug mode which means 8 sec capture times and no need for multiple players in order to test CNQ. - TDM/BEL need a few more TDM spawn points (ones not used in CNQ) to spread players across the map into areas that aren't used during CNQ. - HQ will probably be added to the map tonight along with an HQ server-side mod to change some things that are annoying about stock HQ (such as the long 45sec wave time). - BAS might get implemented this coming weekend. - About half of the vehicles are usable. I still need to finish (or obtain) collmap files for the rest of the vehicles. - Some models are not solid. Again, there are collmap files that I need to create (or obtain) in order to keep players from walking through them. - The bases are not solid... not sure why, but I'll probably address that later this week. - AFAIK, there are no broken spawn points. Please post feedback if you find one that results in the player being stuck in terrain / models / walls or one where the player falls to the bottom skybox. - There are still holes in the terrain. Please only report holes on the east side of the river for the time being. The german side (west half) is still a work-in-progress. - TDM gamestate is 22500 bytes with a single player. - The russian side of the map is about 90% done with gross features. There are two bunkers that still need to be detailed (creating the interior) in the russian spawn. Also, the 2nd floor of the barn and the russian spawn house need work. The russian tunnel also needs to be finished. - The german side of the map is about 60% done with gross features. Numerous things still need to be fixed. - I'm always on the lookout for reports of rocks / terrain where vehicles can get stuck on non-obvious things. (Mostly where the tank gets stuck in the terrain at an odd angle.) Please give loc info or e-mail me screenshots to scrapyardbob@mobclan.com, make sure that screenshots are taken from an angle that makes it apparent where you are on the map. ... More notes as I think of them. - There are sections of the road which are textured in an "odd" texture. These sections of road are broken meshwork that needs to be ripped out and replaced. They have hidden potholes that cause vehicles to go screwy and can allow players to fall through. (I feel like PennDoT in the spring, patching potholes everywhere.) If you find a section of road that is screwy, but is *not* textured with the marker texture, please report it. That means you've found a road section that I don't know is broken or have forgotten to fix. - CNQ vehicle placement is pretty final on the Russian side of the map. The german vehicles still need to be moved into their final locations. - I'm not too worried about obviously broken detail (like a line of fences that have not been connected). What I am interested in hearing about are the little things that may be overlooked. (Such as an alpha blend that doesn't look right from a certain angle or a model that looks funny or small gaps in buildings.) Usually, when I find something that I know I want to fix later, I break it in a big way so that it's glaringly obvious that it's broken. -------------------- |
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| ScrapyardBob |
04/01/06 12:41pm
Post
#2
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
During testing it's important that we play as many gametypes as possible. So we'll be running multiple gametype rotations throughout the testing phase. Part of my README for the server admins will be suggestions on what settings seem to work well for various gametypes on this map.
Maybe during beta testing I'll run a more limited map set. BEL - is already mostly tweaked. But it's a blast to play and gives testers excuses to dive into all the nooks and crannies on the map. BEL also serves double-duty as testing for TDM (although I don't recommend that folks play TDM on a map of this size... but some folks might). HQ - We'll have to see how this plays out over the next few days. I've eliminated the tanks and shortened the max-hold time by 2/3s. And I changed the spawn points to be in the middle half of the map (not on the ends). It should be a vastly better experience now. CNQ - Still needs tweaked, mostly spawn point locations and jeep/tank locations. I'm curious whether folks think the 25 minute rounds are too long or too short. The server is setup with a 25 minute round limit and a 40 minute overall limit, best of 3 rounds format. (Unless the first two rounds run over 40 minutes, in which case CNQ will end in a tie.) Personally, I find that back-to-back 25 minute rounds are about right. CNQ tends to be very brutal and intense fighting. Less then 25 minutes and you won't have time to push the objective back and forth more then twice. If I can get the bonus objectives working, I think I'll set it so that the round ends if the bonus objective gets touched twice. (Making it worth 150 points or so with a 400 point limit.) The thing with the bonus objective is: - The bonus objective does not appear on the player's compass. Meaning they have to search around a bit while looking for something that they're not sure what they're looking for. - The bonus objective is an instant-click switch. So a suicidal attacker can run in and click the switch and get the bonus points. However, once clicked it can't be clicked again for another 5 minutes. I'm tempted not to put in bonus objectives at all.... except that they offer a way to end the round early because one team or the other got pushed all the way back to their spawn. A 24/7 CNQ server is probably a bit much. I think it will need to be split as CNQ/BAS to give players a more relaxing game inbetween the intense CNQ fighting. ... I still haven't a clue where to put CTF flags. Anyone have ideas? One idea is at the German #2 and the Russian #2. ... Other notes for upcoming releases: - Added an ammo box up on Glacier Pass at the mortar. - Added a small trench in the South Forest, with anti-tank ammo (30 sec respawn). - Added a kar98k spawn in the german spawn area. This allows players who want to use the portable MG to pickup a backup weapon rather then having to scrounge for one. - Added a mosin spawn in the russian spawn area. Same theory, give the portable MG folks a chance to pickup a rifle before they leave the spawn. - Added lamps inside most bunkers. - Added some portable MG brushes on top of the wooden defensive walls. There are still a lot of walls that need these brushes added (so that you can setup portable MGs on them). - More rocks and bushes in various spots. - All ruined tanks / vehicles should now have smoke effects (plumes of smoke rising from the wrecks). - Moved trees and rocks around in the South Forest again. I'm trying to get "clumps" of trees / rocks with more open areas in between. -------------------- |
ScrapyardBob Tuchola Forest Alpha Testing 03/29/06 11:57am
ScrapyardBob Current CNQ locations (v067 and later)
#1 RUSSI... 03/29/06 1:37pm
ScrapyardBob Current Vehicle Balance (Max of 48 entities for ea... 03/29/06 2:31pm
Cpt.Canuck Lookin' forward to seeing some reviews... ... 03/29/06 4:25pm
Mr.Scruff wow bob u got some serious skill. and its all orga... 03/29/06 4:58pm
ScrapyardBob CoD:UO using the After-Hourz vehicle pack. Basica... 03/29/06 5:37pm
Cpt.Canuck
PS: If I count correctly, Barbarossa/BAS runs w... 03/29/06 7:18pm
ScrapyardBob A second copy of v067 is up on the server now. Ch... 03/29/06 6:31pm
ScrapyardBob So Barb/BAS is 40 vehicles. Thanks! My memor... 03/29/06 10:29pm
Silver MAP IS AWESOME!!! 03/30/06 12:21am
ScrapyardBob (grins at Silver) My number one Tuchola Forest fan... 03/30/06 2:04am
ScrapyardBob - Added some trees to the German spawn area. This... 03/30/06 2:33am
ScrapyardBob Mmm, gotta love compile errors. I'm trying to... 03/30/06 8:06am
ScrapyardBob ...
Found the bug in HQ.GSC (and TDM.GSC) that ... 03/30/06 8:25am
ScrapyardBob More changes coming in v069 (or later)
- The ge... 03/30/06 1:06pm
ScrapyardBob More v069 notes
- Cleaning up the treelines. Add... 03/30/06 6:33pm
ScrapyardBob - Got a partial vclog finished. That lag / hitch ... 03/30/06 8:59pm
ScrapyardBob v070
Removing some of the HQ radio spawns. Mostl... 03/31/06 1:34am
Silver I look fwd to playing this map more then anyother.... 03/31/06 9:04am
ScrapyardBob For HQ, I have the following points setup right no... 03/31/06 10:20am
ScrapyardBob For those curious, you can read the nitty gritty o... 03/31/06 11:47am
ScrapyardBob We'll have to see how fast the Jagd is compare... 03/31/06 12:07pm
ScrapyardBob Nice, v070f compiled cleanly.
Upcoming changes in... 03/31/06 5:57pm
ScrapyardBob Tossing v071 up on the server in the next 15 minut... 03/31/06 8:51pm
ScrapyardBob Note for Feezy, that crashed plane at the Southwes... 04/01/06 12:44am
FeezyWeezy Here is the screenshot of the wierd thingy bob. 04/01/06 1:25am
ScrapyardBob Reworked the HQ spawns... there are now only 29 sp... 04/01/06 1:55am
ScrapyardBob ...
The company that I rent the server from is cl... 04/01/06 2:35am
ScrapyardBob (Figures that they'd move me to another server... 04/01/06 2:50am
Sgt. Thomas Awsome job Scrapy, keep up the good work. I love t... 04/01/06 8:43am
Lord Lipton playing CNQ there was my favorite, my computer jus... 04/01/06 11:31am
ScrapyardBob ...
Specific Feedback Requests
a. What do yo... 04/01/06 12:51pm
ScrapyardBob More upcoming changes (v074):
- Fixed the bonus... 04/01/06 3:55pm
ScrapyardBob - Loosened up the capture radius on a few of the C... 04/01/06 4:52pm
ScrapyardBob v074 is up on the server 04/01/06 5:08pm
ScrapyardBob HQ definitely plays better without tanks. Nowhere... 04/02/06 1:11am
ScrapyardBob v075 is up on the server. This is a final lightin... 04/02/06 9:30am
ScrapyardBob Current map rotation:
hq_large.cfg
... 04/02/06 10:12am
Silver im not so sure to add all the smoke to the ruined ... 04/02/06 10:29am
ScrapyardBob Pity that the (Russian?) BA10 doesn't work or ... 04/02/06 11:06am
Silver
Pity that the (Russian?) BA10 doesn't work or... 04/02/06 12:04pm
ScrapyardBob At the farm area:
- The two mortar positions are ... 04/02/06 11:21am
ScrapyardBob Tank explosions are a server-admin function. Simi... 04/02/06 1:19pm
ScrapyardBob Base Assault *might* be working in v076. I seem t... 04/02/06 8:37pm
ScrapyardBob Well, the 2 minute bomb timer works... but is extr... 04/03/06 12:44am
ScrapyardBob Upcoming v077 notes:
- Moved the R3 pak gun. R... 04/03/06 11:34am
Silver
Upcoming v077 notes:
- Moved the R3 pak gun. ... 04/03/06 1:45pm
FeezyWeezy bob, check: http://www.mobclan.com/forums/upload/i... 04/03/06 2:49pm
ScrapyardBob Yeah, I'm experimenting with various intensiti... 04/03/06 4:07pm
ScrapyardBob The test server is in the process of being moved t... 04/03/06 8:17pm
Silver
The test server is in the process of being moved ... 04/03/06 10:05pm
ScrapyardBob The pak position at G3 is now dug-in and protected... 04/03/06 11:06pm
ScrapyardBob Definitely spent a lot of my "detail budget... 04/03/06 11:45pm
ScrapyardBob Changes in v079
- Cleaned up as many broken model... 04/04/06 9:22pm
ScrapyardBob The PK3 now weighs in at 6.4MB (the DDS in-game ma... 04/05/06 1:49am
ScrapyardBob DRAFT of the player README file (this file will be... 04/05/06 10:35am
ScrapyardBob DRAFT of the ADMIN README
-------------------... 04/05/06 11:16am
ScrapyardBob <---- (climbing the wall waiting for the server... 04/05/06 12:35pm
ScrapyardBob (climbs the wall and starts pacing on the ceiling)... 04/05/06 6:14pm
ScrapyardBob No more posting in this thread. I'll be posti... 04/06/06 1:54pm![]() ![]() |
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