EAS-INF-LondonHenstone

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Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
Release version available here.

See here for a discussion of the TDM/DTAS version of the map.

You need to install the files from the TDM version zip (here).

The map is based on the old DM-INF-UKTownNight map, with bug-fixes, new areas (see the TDM thread) and now a new defender spawn behind the bunker area. The attacker spawn and other areas have also had minor revisions.

It's a basic cap-the-CD map, with a side mission of blowing open the escape hatch (back entrance) of the bunker.

LondonHenstone1.jpg
 
Last edited:

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,250
3
38
55
Austin Texas
ghostdogs.net
Running on the GD Map Beta Server - Open to Public.

Issues I see.
1. No compass pointer to the Hole Cover that you Blow Up
2. By the steel door there is a way down a hole in the wall but not a way up... Should there be a ladder there?
3. No compass pointer to Extract once you have the CD
4. When you drop the CD [by being killed] the message says CD Returned and not just CD Dropped.​
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
Thanks Odie.

In the new beta version (above zip file updated, and also uploaded to your server Odie)

1. Fixed
2. That's intentional, to reduce camping of the defender spawn
3. Will be fixed in next/release version.
4. Fixed (I think)
 
Last edited:

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,250
3
38
55
Austin Texas
ghostdogs.net
New version running, things you list fixed are fixed.

3. No compass pointer to Extract once you have the CD
When you get killed with the CD and it is dropped, the compass should change back to pointing to the CD Objective [turns off compass pointer to extract]. However, this does not happen. I assume since the extract pointer is not active, the game does not know it needs to switch back to Objective Pointer in the compass.

I do not know if this helps at all but I thought I would list it anyways.
 
Last edited:

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
{GD}Odie3 said:
New version running, things you list fixed are fixed.


When you get killed with the CD and it is dropped, the compass should change back to pointing to the CD Objective [turns off compass pointer to extract]. However, this does not happen. I assume since the extract pointer is not active, the game does not know it needs to switch back to Objective Pointer in the compass.

I do not know if this helps at all but I thought I would list it anyways.

This is the problem I just found.

Looking into it.
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
Are you open to suggestions about gameplay/flow/story?
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
UN17 said:
Are you open to suggestions about gameplay/flow/story?

At the moment, I'm not highly inclined to make major revisions (and I'm sticking to the flimsy story of the original map), but if you think there's a particular problem with the flow, please let me know.
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
{GD}Odie3 said:
New version running, things you list fixed are fixed.


When you get killed with the CD and it is dropped, the compass should change back to pointing to the CD Objective [turns off compass pointer to extract]. However, this does not happen. I assume since the extract pointer is not active, the game does not know it needs to switch back to Objective Pointer in the compass.

I do not know if this helps at all but I thought I would list it anyways.

Sorry, I slightly misunderstood earlier.

This seems to be the default behaviour in INF - the CD objective does not come back until the CD is returned (until then it cannot be copied again, I think).

However, I've fixed another problem with the extraction, where if you get the CD a second time, the extraction/smoke gets turned off again.

I've also fixed a big problem with the bunker zoning (also affects the TDM version :( ) and improved the sniping/searchlight at the attacker spawn.

Zip/ftp site updated.
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
Suggestions!

Alrighty! I played through the map and tried to find every door that would work and looked at spots where the gameplay would suffer due to chokepoints. I also took a look at areas that I would never ever go because it is out of the way or has no value whatsoever and tried to bring them into play. The map attached below should be viewed first before reading the mission overview.

Scenario:

Defenders have taken control of an Office Building (See V2) and the areas surrounding it. Because they are heavily armed, local authorities have blockaded the street and have set up defensive positions in the Northern side. A special task force has been dispatched to counter the threat, making their entrance via helicopter in the nearby park.

Objectives:
[Attackers]
1. Proceed with caution to Objective Building and retrieve the data CD.
2. Optional: Shutdown power to the Objective Building by disabling powerbox in maintenance building across the street.
3. Optional: Secure the East Side Park, Northern Intersection and the Western Backlot to request Helicopter support.

[Defenders]
1. Hold the Objective Building until assault chopper arrives.
2. Optional: Use electronic lockpick device to open safe and retrieve the data CD.
3. Optional: Prevent local authorities from shutting down power to the building.

Notes:
A1. Attackers can unlock the safe in 10 seconds. CD Extract is under Helicopter, marked by red smoke.
A2. Disabling power causes all the lights in the Obj Building to shut off. Optional emergency stair lights could turn on. Without power, Defenders can no longer crack the safe themselves.
A3. Helicopter does a strafing run with spotlight from East to West. Defenders must clear the rooftops and the street or risk being shot. One time only event.

D1. If Defenders hold the building until time out, two black vans pull in front of the Obj Building and a black chopper lands on the roof.
D2. Defenders can optionally crack the safe themselves. Will require a defender to "use" the Safe's locking panel for 5 minutes (300 seconds) without interruption. They extract via Black Van in the far South.
D3. Preventing power shutdown is crucial if Defenders are planning a CD capture win. Alternatively, they can let the attackers open the safe, then ambush them.
Dspawn. Immediately after spawning in areas marked D1, the Defender's spawns are pushed back to areas marked D2.

New map areas:
- Connection from Maintenance Access building (See V2) underground to the Powerbox Objective door. Security panels to unlock doors (30sec?) would be useful. Provides alternate access to the Objective Building area.
- Connection from Shipping area behind Shops [NW] through a new alleyway into the unused backyard [SW]. Opens up a 3rd path to the objectives, alleviating chokepoints.
- Spawn area and connection from the backyard in the Attacker's Spawn to the NW corner.
- Continue staircase in office building to roof. Makes Objective building a strategic point for both attackers and defenders.
- Build a 3rd floor on Objective building and place a heavy safe with CD inside.
- Windows on East side of Obj Building on 2nd and 3rd floors. Allows Defenders to shoot out and attackers to shoot in.
 

Attachments

  • LondonHenstone.jpg
    LondonHenstone.jpg
    346.3 KB · Views: 67
Last edited:

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
UN17 said:
Alrighty! I played through the map and tried to find every door that would work and looked at spots where the gameplay would suffer due to chokepoints. I also took a look at areas that I would never ever go because it is out of the way or has no value whatsoever and tried to bring them into play. The map attached below should be viewed first before reading the mission overview.

Scenario:

Defenders have taken control of an Office Building (See V2) and the areas surrounding it. Because they are heavily armed, local authorities have blockaded the street and have set up defensive positions in the Northern side. A special task force has been dispatched to counter the threat, making their entrance via helicopter in the nearby park.

Objectives:
[Attackers]
1. Proceed with caution to Objective Building and retrieve the data CD.
2. Optional: Shutdown power to the Objective Building by disabling powerbox in maintenance building across the street.
3. Optional: Secure the East Side Park, Northern Intersection and the Western Backlot to request Helicopter support.

[Defenders]
1. Hold the Objective Building until assault chopper arrives.
2. Optional: Use electronic lockpick device to open safe and retrieve the data CD.
3. Optional: Prevent local authorities from shutting down power to the building.

Notes:
A1. Attackers can unlock the safe in 10 seconds. CD Extract is under Helicopter, marked by red smoke.
A2. Disabling power causes all the lights in the Obj Building to shut off. Optional emergency stair lights could turn on. Without power, Defenders can no longer crack the safe themselves.
A3. Helicopter does a strafing run with spotlight from East to West. Defenders must clear the rooftops and the street or risk being shot. One time only event.

D1. If Defenders hold the building until time out, two black vans pull in front of the Obj Building and a black chopper lands on the roof.
D2. Defenders can optionally crack the safe themselves. Will require a defender to "use" the Safe's locking panel for 5 minutes (300 seconds) without interruption. They extract via Black Van in the far South.
D3. Preventing power shutdown is crucial if Defenders are planning a CD capture win. Alternatively, they can let the attackers open the safe, then ambush them.
Dspawn. Immediately after spawning in areas marked D1, the Defender's spawns are pushed back to areas marked D2.

New map areas:
- Connection from Maintenance Access building (See V2) underground to the Powerbox Objective door. Security panels to unlock doors (30sec?) would be useful. Provides alternate access to the Objective Building area.
- Connection from Shipping area behind Shops [NW] through a new alleyway into the unused backyard [SW]. Opens up a 3rd path to the objectives, alleviating chokepoints.
- Spawn area and connection from the backyard in the Attacker's Spawn to the NW corner.
- Continue staircase in office building to roof. Makes Objective building a strategic point for both attackers and defenders.
- Build a 3rd floor on Objective building and place a heavy safe with CD inside.
- Windows on East side of Obj Building on 2nd and 3rd floors. Allows Defenders to shoot out and attackers to shoot in.

Wow... you've certainly thought about this. Slick picture too.

On the one hand, I'm sure that what you are proposing would make a good EAS map.

On the other hand, what you propose is outside the scope of what I was intending to do to get this map released (I've only been mapping again for a few days and I'm sick of it already).

But why don't you take a shot at making the changes yourself? It would be a good mapping exercise if nothing else (and Inf needs more mappers!) -obviously perhaps best if I get this version released first though...
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,250
3
38
55
Austin Texas
ghostdogs.net
Played a little game last night and found some issues.

1. The secondary entry where you blow up the slab makes the explosion but the slab stays. [I was very sad last night when this happened to me]

2. From the Defenders position under the slab you can see around the edges to the outside and shoot attackers standing around.

3. The Attacker Spawn needs better cover in the park to disallow Attackers from Sniping out of spawn and Defenders Sniping into spawn. {GD}SWAT was able to snipe into the park area, making the Attackers somewhat mad.

4. Something about the Spot Light from the Chopper that will light up the Attackers in the Spawn area when a Defenders get close to the Park [I saw the text between two players but I did not completely follow what was up].
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
{GD}Odie3 said:
Played a little game last night and found some issues.

1. The secondary entry where you blow up the slab makes the explosion but the slab stays. [I was very sad last night when this happened to me]

2. From the Defenders position under the slab you can see around the edges to the outside and shoot attackers standing around.

3. The Attacker Spawn needs better cover in the park to disallow Attackers from Sniping out of spawn and Defenders Sniping into spawn. {GD}SWAT was able to snipe into the park area, making the Attackers somewhat mad.

4. Something about the Spot Light from the Chopper that will light up the Attackers in the Spawn area when a Defenders get close to the Park [I saw the text between two players but I did not completely follow what was up].

1 & 2: oh dear. Possibly a strange replication error? (worked every time I tried it, offline and online) Can you repeat the problem? I'll double-check I didn't break something by mistake with the latest rebuild.

3: fair point. This was always a bit of a problem, so I moved the attacker spawns back out of sight of the road. I'll try and add more cover (perhaps a shed - I love sheds).

4: there is a weird online bug, where the spotlight appears too low when online (probably a replication bug). The spotlight should actually be focussing on the defenders (try it offline - see what I mean), but because of the online drop will appear to be fixed on a point near the attackers. I'll try and tweak it, or maybe take out the focussing feature.
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
{GD}Odie3 said:
Well, the slab blew up twice so far (once for me and once for Geo) - odd. However I can still see around the slab.

Hmm... that's a BSP bug. I'll make the slab a different shape and I'll see if that'll fix it.

Thanks for the screenie.

I also have a theory about the slab not being blown up - could be a setting of the mover.
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
New version (beta5) uploaded.

I've added more cover (a shed, and rearranged bushes) in the attacker park, fixed (hopefully) the exploding escape hatch (NB it will now kill any defenders lurking underneath when blown), moved a van to block the LOS between attacker park and def spawn areas, and tweaked the helicopter searchlight (if it still doesn't work I'll probably simplify it out for the release vsn).
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
49
London
discord.gg
Beta6 uploaded.

Fixed chopper light (ish), repathed some of the map so the bots occasionally grab the CD/blow the escape hatch, added bushes next to the hole by bunker (trying to prevent people shooting legs of attackers running into bunker), added teamblockedpaths so bots don't run into enemy spawns.

Mostly changes to make it less boring for me to test online :)