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.
edit : No bot support, not possible.
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.
edit : No bot support, not possible.
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