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Instruments of War<IoW> silEnT ServerTwo new maps making their debut this week!

#1: Note Two new maps making their debut this week! Author: BECK Post You have posted in this forum: Mon Aug 22, 2016 8:19 am

I've added the following two maps, both suggested by our very own Winnie.

http://www.wolffiles.de/index.php?filebase&fid=530

http://www.wolffiles.de/index.php?filebase&fid=742


Koth is a capture-the-flag style map, that should be available always during small games, but not listed when there are over 8 players (this can be adjusted). It looks fun, can't wait to try it out.

Raw Castle is a larger objective-based map, also looks really nice. We'll see how it plays.

#2:   Author: Sin Post You have posted in this forum: Mon Aug 22, 2016 10:07 am

Winnie, if these maps suck, I'm taking your severance pay

#3:   Author: Anto* Post You have posted in this forum: Mon Aug 22, 2016 9:10 pm

!play boo Winnie.
I actually like Raw castle but the snow version is better, Winnie agrees on that too

#4:  Re: Two new maps making their debut this week! Author: Vitorcr Post You have posted in this forum: Mon Aug 22, 2016 9:36 pm

I played both maps. I kinda enjoyed Koth, it's a funny map. but there would be any chance to modify the counting system? It's almost impossible a team hold the flag for 3 minutes straight (except if a team is stacked, I guess). I think if it's similar to Chicken Bucket where all time is counted would be easier someone win that map.

#5:   Author: Sin Post You have posted in this forum: Mon Aug 22, 2016 9:40 pm

The castle map was cool, the other map was pretty terrible and winnie should feel bad for even suggesting it.

#6:   Author: BECK Post You have posted in this forum: Tue Aug 23, 2016 11:28 am

LOL Sin.

@vitor we could possibly do a script change, but that is not something I have the bandwidth to look into. If you can do it or find a modified one, we can consider adding it to our server. I'd like to know just how it affects the overall play before we make this sort of change.

#7:   Author: HalfBak3d Post You have posted in this forum: Tue Aug 23, 2016 2:52 pm

I liked them once I learned the whats and wheres. Smile

#8:   Author: Vitorcr Post You have posted in this forum: Tue Aug 23, 2016 3:23 pm

BECK wrote (View Post): ›
@vitor we could possibly do a .script change, but that is not something I have the bandwidth to look into. If you can do it or find a modified one, we can consider adding it to our server. I'd like to know just how it affects the overall play before we make this sort of change.

No idea how to do it. I guess the best thing is just play it as a pure frag map then, no victory just kills Very Happy

#9:   Author: BECK Post You have posted in this forum: Tue Aug 23, 2016 5:00 pm

SHould be easy

Code: ›
trigger allied_capture
   {
   wm_objective_status 1 0 2
   wm_objective_status 1 1 1
   wm_announce "^4Allies ^dKnow how to capture a Flag^2!!!"
   wait 1000
        wm_announce "^dNow hold it for ^13 ^dminutes^2!"
        wait 60000
        wm_announce "^12 ^dminute remaining^2!"
        wait 60000
        wm_announce "^11 ^dminute remaining^2!"
        wait 30000
   wm_announce "^130 ^dseconds remaining^2!"
   wait 10000
   wm_announce "^120 ^dseconds remaining^2!"
   wait 10000
   wm_announce "^110 ^dseconds remaining^2!"
   wait 5000
   wm_announce "^7*^d5"
   wait 1000
   wm_announce "^7*^d4"
   wait 1000
   wm_announce "^7*^d3"
   wait 1000
   wm_announce "^7*^d2"
   wait 1000
   wm_announce "^7*^d1"
   wait 1000
      wm_announce "^4Allied ^1won^2!"
      wait 1000
      wm_setwinner 1
   wm_endround
   }

trigger axis_capture
   {
   wm_objective_status 1 0 1
   wm_objective_status 1 1 2
   wm_announce "^1Axis ^dKnow how to capture a Flag^2!!!"
   wait 1000
        wm_announce "^dNow hold it for ^13 ^dminutes^2!"
        wait 60000
        wm_announce "^12 ^dminute remaining^2!"
        wait 60000
        wm_announce "^11 ^dminute remaining^2!"
        wait 30000
   wm_announce "^130 ^dseconds remaining^2!"
   wait 10000
   wm_announce "^120 ^dseconds remaining^2!"
   wait 10000
   wm_announce "^110 ^dseconds remaining^2!"
   wait 5000
   wm_announce "^7*^d5"
   wait 1000
   wm_announce "^7*^d4"
   wait 1000
   wm_announce "^7*^d3"
   wait 1000
   wm_announce "^7*^d2"
   wait 1000
   wm_announce "^7*^d1"
   wait 1000
      wm_announce "^1Axis won^2!"
      wait 1000
      wm_setwinner 0
   wm_endround
   }
}


Just need to decide *if* we really want to do this. Lets let the map play for a few weeks and we can collect more data and experiences on it to see if it is truly unwinnable.

#10:   Author: Sin Post You have posted in this forum: Tue Aug 23, 2016 9:06 pm

These guys are complaining about the summer version of the castle map. I asked them what is different and they start listing off things, all things which make it easier for allies to win, more walls to blow and alternate routes to sneak in.

These allies whores get one map where the axis are advantaged and they cry up a storm. I say we leave the summer version up. It's nice to have a map around that a weaker axis team can still hold up a defense against these fags.

#11:  Re: Two new maps making their debut this week! Author: Anto* Post You have posted in this forum: Wed Aug 24, 2016 9:28 am

It's not just about more exits, the map has so many details that makes some people lose fps (at least in my case) and it's hard to play when from 100 fps drops to 40 in middle of a fight. Don't bully my laptop for that!

But if nobody else have that issue, then you can keep that version or add 5 more minutes to it.
Instruments of War<IoW> silEnT ServerTwo new maps making their debut this week!


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