View Full Version : RO Hochburg Beta 2 Released
killer9999
10-01-2006, 09:54 AM
OK here goes
Latest version: RO-Hochburg Beta 2 now released find it here or on the {core} NL server!
http://www.maporchestra.com/downloads/p13_sectionid/23/p13_fileid/230
http://forums.raidersmerciless.com/maps/ro_maps1.htm
Environment: Hilly little village with castle and train station map is set at night with a morning fog brewing
Area: Austria
Type: Infrantry
Size: Medium
Details: "Deep in the the mountians of austria lies a small village and an ideal location for a castle...with a trainline leading straight into Germany it is an ideal target for the advancing red army" - this map was orginally designed and made by me for the mod thought never really released it... so here it is in all its glory.
Images:
http://img132.imageshack.us/img132/280/shot00012uy2.jpg
http://img227.imageshack.us/img227/8636/shot00013nl5.jpg
http://img116.imageshack.us/img116/8049/shot00011uw2.jpg
http://img227.imageshack.us/img227/3610/shot00010kp5.jpg
http://img227.imageshack.us/img227/526/shot00009rk5.jpg
video trailer: http://video.google.co.uk/videoplay?docid=-1843319438073077674 or http://www.youtube.com/watch?v=PuO8SoYTnsY
Mike Nomad
10-01-2006, 10:51 AM
It is in our rotation and is gorgeous.... later today, we'll post our findings and request that anyone that finds anythng needing attention in this map.... post it here for the author, KIller9999, to find and fix.
The map thus far, is gorgeous!! Plenty of things to do and see. Its a fine infantry combat map. Superb for Snipers too. :wink1:
TruSlaughter
10-01-2006, 12:53 PM
this map rocks! it joins the best of the best list. a few things i found :1)you can crawl thru the railway station windows 2) house by the bridge at west bank if you go to door and try to open it you fall thru the map 3) brkn bridge at west bank ran across bridge and jump down behind boxes you get stuck 4) if your outside the castle and courtyard gets capped outside turns into minefield.5)great hall listed as primary objective /courtyard secondqary shouldn't it be reversed because courtyard always got capped first . other than these few things i found i really like this map at lot of work went into it great job, killer
Drecks
10-01-2006, 02:14 PM
I was in the map at the server for a minute 5.
Happen to see the things from Russian 1 st spawn.
His architecture is really great but the terrainwork in that area needs
work it very edged here and there.
I think he did that on purpose.
So does the multiple floating bushes and trees.
Now i know by experience that this happen soon by accident in the editor.
killer9999
10-02-2006, 03:43 AM
@Tru3Slaughter: thx
re: 1) the window thing yer thats cos i had to turn off the collision so you could shoot through it at all i might change the smesh
re: 2) found this out to its because to optimise i deleted as much terrain as i could..think i took out too much i kno other areas like this too :p
re 3) ill take a look at this cnt you people ever not get stuck :P ill block it off hehe
re 4 & 5) yes as axis there is a minefield outside the castle as as allied capping the court yard moves your spawn foward to the axis orginal spawn capping the courtyard is optional because it traps the germans in the castle and moves your spawn aa allies a lot closer to the castle making it harder for the german... or you can tempt fate and try to just cap the great hall spawning back in the village if you die
@Drecks yer floating bushes were because i had to change all the smesh vegetation to lower poly count ones ill look over the map and change this
and yes the terrain does need some work though its hard with out making it able to climb or show areas i do not want shown ill try harder in the b3 or final which ever is next :no way: thx for your comments so far :d
and keep the fixes and bugs coming
Drecks
10-02-2006, 09:31 AM
One could easily see you spend some time on this map.
So why not help a little.....
You could use these nice fences to prevend people
to go to areas you not want them to go....
You could do with half the ammount of pathnodes.
It saves compiletime to.
As long as the connected lines are white they will do well.
There is a big off map area right near the castle gate.
For performance maybe you could use less but bigger antiportals.
In some houses i see multiple where one should work.
And there are zoneportals which doesn' do anything at all
Then i mean the smaller ones in the roofs for example.
killer9999
10-02-2006, 10:19 AM
tryed one larger anti portal in the houses the 3 smaller ones work better perfomance wise and the ones in teh tree farcades are like they are because one large one and from specate it looks very ugly so thin ones were used... they've greatly improved performance rather than made it worse
where would i use fenses? and i did have them round the trees if this is what you ment but had to lower the static mesh count as there were millions with fenses round them all :whaa1:
what do you mean by this "There is a big off map area right near the castle gate." ?:confused:
Drecks
10-02-2006, 10:32 AM
what do you mean by this "There is a big off map area right near the castle gate." ?:confused:
An area where you can walk straight out of the playing area......
So outside the map.
TruSlaughter
10-02-2006, 11:27 AM
I kind of like crawling out of windows. It helps you get on the wood pile out back. :p
killer9999
10-04-2006, 04:38 AM
ok drecks now i know what u mean my bad :)
=GG= Mr Moe
10-04-2006, 06:54 AM
Nice map, looks really good, but I only played with a few players when I was on it, and wow does the map finish fast.
Most of the time I had good/great fps but there were a few spots where I dropped into the red for a bit....
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