EAS-INF-LondonCity -- released!

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Fat Marrow

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Feb 27, 2002
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EAS-INF-LondonCity is now released and available HERE (thanks to Crowze for hosting). Many thanks to the people on the GD and Catch-22 servers for beta testing it (and especially to Odie for his patient redownloading of the different versions :) ).

A background to the mission, a street map of the playing area and a detailed plan of the objective building are given in the attached PDF file (also present in the zip file).

In brief, this is a multiple-objective level where the attackers have to (a) secure a building near their insertion point, (b) secure at least one extraction zone, then (c) infiltrate the objective building [a vault], by foot or by air [the rather fun air drop by helicopter followed by an abseil down onto a balcony in the building], (d) blow the vault and steal the data, and finally (e) extract with the data.

It seems to work ok offline and has been tweaked to run ok online (probably depends on the server and connection -- it's got quite a few movers but less than certain official 2.9 maps...).

Screenshots to follow...
 

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Fat Marrow

Vegetable
Feb 27, 2002
767
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London
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#1 - a view of the objective building across the main square
#2 - an aerial view of the initial attacker insertion zone
#3 - you've seen the cars before, but now they have improved collision
#4
#5 - the first attacker objective is to secure this building
 

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Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
50
London
discord.gg
#3 - note the balcony onto which the attackers can abseil (special low grav zones make this possible)
#4 - the lobby of the objective building - another capture point
#5 - ditto
 

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Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
50
London
discord.gg
#1 - the vault you have to assault (note one optional objective allows you to kill the lights -- consider bringing a flashlight for sure)
#2 - the defenders' control room, via which certain things can be operated and deactivated
#3 - interior of an office block near the objective
#4 - the car park under the main square

Enjoy!
 

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5eleven

I don't give a f**k, call the Chaplain
Mar 23, 2003
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Wish I would have read that before I tried playing it on GD tonight.

Overall FM, excellent map. No complaints, it just takes a little getting used to. Lots of objectives. Lots of fun. Superfantastic job on the briefing and maps.

(I especially like the look of the guys "driving" the vehicles) :lol:

Good job, great map.
 

jaymian

Sweet Merciful Crap!
Jan 25, 2001
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I'm sure it is of highest quality, as usual. Nothing like a little map release to liven up the slow general forums. Ha, I never expected the Developement to take off past the General forums. I guess there is nothing to say until there is something new to compalin about;) In the mean time, I hope to play this map. Ha.
 

zeep

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Feb 16, 2001
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map looks exellent. Great job!!

The only thing i dont understand is this: the freondecos now disappear when i get closer to them. And i mean like i'm looking at it, walk up to it and *poof* , its gone.
And there's also much less of it than in the beta's.
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
50
London
discord.gg
Freon said:
Why is there no end cam? :con:

I was going to put one in, but when it became apparent that I had too many movers it seemed extravagant to put more in for the end cam effect that I wanted (would have needed four more movers). Plus end cams are so, you know, commonplace? ;)
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
50
London
discord.gg
zeep said:
map looks exellent. Great job!!

The only thing i dont understand is this: the freondecos now disappear when i get closer to them. And i mean like i'm looking at it, walk up to it and *poof* , its gone.
And there's also much less of it than in the beta's.

That may happen at the edge of the randomdeco zone; I had changed one of the relevant radii to be a bit smaller, but otherwise I touched nothing. Shame though if true.
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
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50
London
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keihaswarrior said:
This map is absolutely great. I am also stealing the chopper for my map :p I really like how you improved the chopper from the previous version.

Thanks; the chopper isn't perfect though -- it needs (a) a new animation with the rotors going at full speed but without the swaying, and also with a bit 'cut out' of the inside, and (b) some way to change the physics of the players inside it from the normal falling physics to some stationary physics (you notice online how players in the chopper appear to be constantly falling?), and (c) ideally some way to attach a locationid to the chopper (I tried but it didn't seem to work).

Just thought I'd trail that suggestion out there if anyone wants to take it up... seeing as there may be several more people doing something like this ;)

EDIT: my apologies; I see OpFor already started a thread on this in the Dev forum.
 
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zeep

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Feb 16, 2001
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Fat Marrow said:
That may happen at the edge of the randomdeco zone; I had changed one of the relevant radii to be a bit smaller, but otherwise I touched nothing. Shame though if true.
can someone say if its just me then?
because i dont see more than maybe 3 at a time in the distance and they disappear all the time when i approach them. ( offline )
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
50
London
discord.gg
zeep said:
can someone say if its just me then?
because i dont see more than maybe 3 at a time in the distance and they disappear all the time when i approach them. ( offline )

It's probably me not setting it up properly; sorry -- I didn't spot that during testing.