EAS-INF-InnerCity - Beta

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ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
So, here it is, after much sweat, and numerous rebuilds (and prayers) to get rid of all the bsp problems i encountered. I'm not really good at this ftp stuff, so forgive me if the link doesn't work at first.

http://super.unknown.free.fr/Maps/EAS-INF-InnerCity-Beta1.zip

It's not really a classic EAS so there are some things i need to explain first. Converting this map was quite a challenge because as i've stated before it's not meant at all for EAS.
So here's how it goes : there are 3 objectives in this map, the attacking team wins as soon as 2 of them are completed. BUT each of these objectives are de-triggerable by the defending team : meaning that when an objective has been captured by the attackers, defenders can still trigger it to send it back to its initial state (by doing this the defending team does not wins, it just prevents the attackers from winning). Right now the storyline is pretty simple since i had a hard time coming up with a good story that could fit both the objective system and the location (urban map). Basically the attacking team needs to bomb military equipment (symbolized by wooden crates) hidden in 3 different houses, and the defending team can prevent them by disarming bombs. If you have any idea for a better scenario speak out (but before suggesting anything make sure it's compatible with the objective system, which is not very flexible).
You also need to be aware of a few oddities that were imposed by the objective system and map limitations :
-The objectives are displayed on HUD but they will not disappear when an objective is completed : the only way to know the activation state of an objective is to pay attention to completion messages (they will indicate when a bomb is planted or desactivated, and where). This is not necessarily bad IMO because it will force teammates to communicate more (to stay informed of which objectives remain).
- There are two spawn locations for the defending team : one is in the ruined house, the other is in the building leading to the higher roof. The inconvenient of these spawn locations is that defenders are really vulnerable when they come out of their base, because they basically have one door to open and they're almost immediatly in the battlefield. But to make up for it, the 2 different spawn locations offer a total of 7 exits, plus an almost direct access to the sniper spot. To avoid spawn killing by shooting through walls, the first floor of the ruined house has been made bulletproof.
- The sniper protection system is kind of peculiar too. Sniper actors for the defending team are placed right behind doors (but above the player's head to avoid shooting its own team). That means if you try to enter the enemy base, you will get shot as soon as you open the door. This also implies that if an enemy comes out of his base and you're standing within a close radius from the door, you will get shot. My advice is : don't stay close to the defender team's doors when you're an attacker.
I had an additionnal objective idea for this map but i somehow renounced it because i thought it would give a more "classic EAS" gameplay (which is what i'm trying to avoid here). The idea was to have a fourth objective (i.e a detonator) that would appear when 2 of the bombs are planted, but for now i think it can be more fun as it is. If you think this idea could really add to the gameplay i'll reconsider it.

What i need help on :
- possible misspellings and incorrect translations (for location ids, objectives descriptions etc) because my english is not so perfect...
- finding bsp problems i didn't notice (although i won't make any modification on the brushes unless a important problem is found : i've had to much trouble this map's bsp)
- adjusting the values of different objectives and triggers to make things more balanced (note that i won't reduce much the time to activate and desactivate bombs because i want to keep things realistic)

Suggestions for this map : don't play with a low repawn time, because defenders are very close fom the objectives and attacking would become very difficult. Don't play with more than 14 players. Play it in specialist (but that advice goes for every map...)

Et non, don, je n'ajouterai pas plus de morceaux de rap. :D

edit : No bot support, not possible.
 
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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
Okay on GD now.

First thing, please turn down the Pub Music a LOT. It is way to loud and hurts my ears and I can not hear my teammates on TS....

Taking the bombs and then the D retaking them back to way cool. Also nice that the message say place bomb here (however in Obj A it did not give me that message at all).
 

keihaswarrior

New Member
Jan 7, 2003
1,376
0
0
41
Seattle
keihaswarrior.home.icq
In one of the objective buildings on the 2nd floor, there is a door that is very screwed up. It usually looks closed when it is really open. I'll go back and take an ss if you don't know which door I am talking about.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
Jukeboxes are not so loud that you can not hear your-self think! It is to loud, IMO. If I want loud music I'll get off my damm PC and go to a dance club (not a bar with a jukebox). :)
 

ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
Odie i understand your concern but music here is not supposed to make you feel comfortable, it's really meant to affect gameplay by preventing everyone from hearing what's coming (= complicating defenders job). Plus you can always change the track. Anyway if most people think it is THAT annoying i'll turn it down.

Keihas, i'd like to know what door you're talking about, because this bug doesn't show offline.
What about the balance between attack/defense ? Did it seem fair ?
 

NTKB

Banned
Aug 25, 2001
2,858
0
0
New Jersey, U.S.A.
I didnt think the music was THAT loud. :con: But I think its pretty easy for the attackers to win right now. Maybe change some defenders so they spawn in or near the OBJ buildings so they can clay and set up defense? Either way you did a good job with the missions goals but I dont think the subway system is going to be used now because all the objectives are up top. Perhaps make a bomb or something in the subway? BTW EXCELLENT work on the ending explosion. I would change it to a nuclear explosion if I was you but ending explosions are always the way to go! :tup:
 

ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
I know about the subway parts being unused, but it can't be helped without changing the spawn areas. The way spawns are setup now only lets one access to the subway available for the defenders so it'd be totally unbalanced. I could change the spawn area for attackers, but to put it where ? Believe me i've thought about it quite a bit and this map is designed for pure DM, so it's a nightmare to setup team spawns. Anyway if you have a precise idea shoot.
If attacking is too easy, i could slow attackers down by making the subway gate closed at initial state, it would force them to use other exits which are farther from their spawn.

edit: about the ending explosion, it's really a cheap trick compared to real ending anim, but hey, it's better than nothing...
 
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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
ant75 said:
Odie i understand your concern but music here is not supposed to make you feel comfortable, it's really meant to affect gameplay by preventing everyone from hearing what's coming (= complicating defenders job). Plus you can always change the track. Anyway if most people think it is THAT annoying i'll turn it down.

Keihas, i'd like to know what door you're talking about, because this bug doesn't show offline.
What about the balance between attack/defense ? Did it seem fair ?


Change the track? :eek: How?

I figured that is what you where tying to do (preventing hearing what is comming). However, a little lower to where is does not hurt my ears would be nice and I am sure you would not be able to hear what is comming.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
Okay, this is the problem with the Jukebox. It is playing ALL the songs at once. When it does this you can not change the tracks either. One time I played the map and it was playing one song at a time and I could change the tracks. Later when the map came around it was playing what sounded like 3 or four songs.

Perhaps that could be fixed? Because when it plays one song the volume is okay.
 
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ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
Damn, that bug showed up during early beta testing but i thought i solved it...
When i was on gd last night everything was fine for me, so i would need extra details about the exact circumpstances the bug appeared under. If you had the same bug as i noticed in early versions, the jukebox plays all the songs but only for a limited period of time (about 1 min), then it stops and everything is back to normal (ie playing one song at a time). Could you check if that's what happens to you ? Also, did the problem appeared several times, or just once ? and when exactly ?
If anyone has had the same problem please send feedback.
 
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Vega-don

arreté pour detention de tomate prohibée
Mar 17, 2003
1,904
0
0
Paris suburbs
Visit site
yes we were testing it a few minutes ago and we didnt found this bug again.

(you can see us dance on a disco song here)
 

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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
ant75 said:
Damn, that bug showed up during early beta testing but i thought i solved it...
When i was on gd last night everything was fine for me, so i would need extra details about the exact circumpstances the bug appeared under. If you had the same bug as i noticed in early versions, the jukebox plays all the songs but only for a limited period of time (about 1 min), then it stops and everything is back to normal (ie playing one song at a time). Could you check if that's what happens to you ? Also, did the problem appeared several times, or just once ? and when exactly ?
If anyone has had the same problem please send feedback.

I have played this map three times so far and two of the the three the jukebox played all the songs at once.

The two times it did this it was ALL DURING game play - thru both rounds. No matter how many times I tried to *push, kick, shoot* the jukebox I could not get it to just play one song.

So something is wacked with the jukebox.
 

ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
So it never stopped even when you where trying to activate it ? Weird...
Did you ask if anyone on the server had the same problem ? I wonder if somehow this bug could be specific to your system.
What's your OS ? Could you give me your software specs ? I have truly no idea where it comes from, and it's hard to solve a problem i cannot witness. It would help me if you checked to see if this happens offline too.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
ant75 said:
So it never stopped even when you where trying to activate it ? Weird...
Did you ask if anyone on the server had the same problem ? I wonder if somehow this bug could be specific to your system.
What's your OS ? Could you give me your software specs ? I have truly no idea where it comes from, and it's hard to solve a problem i cannot witness. It would help me if you checked to see if this happens offline too.

This was happening to everyone on the server last night. As a matter of fact Ghost is the on that told me that it was playing all the songs at once. I said that is what it driving me nuts!!

As in OS. I am using XP-PRO on a P42.8 HT, ATI-9800, and Audigy2. All drivers, BIOS, etc are up-to-date as of Jan 2004
 

O_DoGG

Le Boner
Nov 17, 2002
406
0
16
France
www.clanvega.com
That jukebox is haunted :eek:

During early testing cessions, I had a problem with the jukebox sounds too, although slightly different: when approaching the jukebox house, I could hear almost all the tracks playing at the same time. Then, when near from that house, simultaneous playbacks stopped all of a sudden and I could only hear the track that was currently playing. So after I got close enough of the jukebox (in the streets that surround the house), there were no problems with sound; then you could go as far as you wanted from it, the music was still playing right.

BUT the following versions of the map that I tested did NOT have this problem, neither offline nor online ... :confused: