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Stiglitz B1
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Release Date: 31/08/2018
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This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018.
I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule.

-----Concept-----
First of all, unfortunately due to the fixed time schedule, which didn't necessarily go hand in hand with the personal free time of phisherman and me (kemon), we had to make some cuts on the planned objectives.
All objectives are in the map, but they are not necessarily implemented the way they were originally intended to be.
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This map is intended as a new kind of objective map with a unique mechanic: escorting a script_mover freely without it being fixed to a spline path.
This can partly be seen in "shield-b1". For this to function properly a LUA script is necessary.
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Both the LUA script and the restricted personal time during the contest lead to the decision to opt for a standard escortable along a spline path.
However, beta2 is definitely planned and will include all those shiny mechanics.


-----Layout-----
For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz. 
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The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature. 
This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes.
The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you!
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Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space.
This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static. 
So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area.
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VIS blocking in this map works as following:
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-----------------A--------------------
-------______------------______-------
------|      |----------|      |------
--B---|      |----C-----|      |--D---
------|      |----------|      |------
------|      |----------|      |------
______|______|__________|______|______
When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core.
There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B.
This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS.

-----Story-----
July 1943:
Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. 
Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. 
Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed.


-----Objectives-----
This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns.
Stiglitz:    Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards.
CP:            Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position.
            Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. 
Flags:        The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back.


-----Specs-----
Author:                    keMoN & phisherman
Brush count:            35.541
Entity count (total):    3.292
Entity count (ingame):    847
Development time:        contest time frame -> 7 months
Compile parameters:        [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]"
                        [q3map2] -vis -saveprt -v "[MapFile]"
                        [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid "[MapFile]"

                        
-----Notes-----
The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1.
Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series.
By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET.                    


-----Thanks to-----
Direct support:
• ryven for extensive support during debugging of the script_mover. 
• WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
• Everyone on the TWT Discord for helping out in one form or another.

Indirect support:
• Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
• C and Npherno for their wonderful model tools respectively
• hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php
• RtCW for models + textures
• Detoeni for his submarine and truck models
• ischbinz for textures
• FireFly for his Hanomag model
• RayBan for his treeline textures
• Everyone else who provided info, feedback, ideas or helped in any other way.




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