[Minor Fixes] EAS-Jerusalem & EAS Taps

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
Readme: Original map by TheOne & NTKB
Edited by: UN17 & Odie3

Changes:
- Edited skybox to reduce brightness.
- Ladders are now visible.
- Spawnpoints adjusted to prevent confusion & instant death.
- Placed two stage blockers at trees. Prevents people from camping in a tree but still allows them to be engaged around it.
- Attacker's helicopter now aggressive.
- Changed team sniper actors around.
- New machine gun emplacement in South East corner. Both attackers and defenders can access it.
- New alternate route for Defenders. Alleviates exit camping.
- Adjusted lighting in catacombs and added decos.
- New start/end cams for both teams.
- Changed map logo.
 

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
There are still three (that I found) bushes with big blockalls. Also, the tree block radius is still huge to the point where the trees are absolutely useless. You can't even hide in the leaves at all (which I don't think is that unrealistic, but hey)...

And why does the spawn actor message say 'stay away from the SE corner', when the SE corner is where the 50cal is? Wouldn't you want to tell them to stay away from the spawn instead?

Could you just make it so the UH-60s land in maps, and stop moving / making obnoxious sounds? I doubt that a UH-60 would just hover three feet off of the ground for thirty minutes.

I still think you should go in and add more cover spots in the map. Carts, benches, anything. That map is too open I think.
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
Hi! There are no blockalls in the bushes. Those collision hulls you are hitting are actually the collision hulls OF the bushes. Why did the original mapper turn on collision for certain bushes? I don't know.

The trees are very effective. I played Jerusalem Daybreak on SS EAS night and they provide great concealment. The only difference now is you can't jump into a tree, you have to stay around it. So, I disagree with your point about the useless trees.

They spawn in the SE corner, that's why the sniper actor says to stay away. I don't want to say "Stay away from the Enemy Spawn" because the concept of spawns doesn't really make sense in reality. As long as the Attackers know they shouldn't be in the SE corner, that's fine. They CAN go there, but they will have no excuse of "Why did I get shot by a sniper actor?" like in the old version. You have a large, large warning now.

No I can't make the UH-60 land. It would really be neat! But it's only a deco without any scripting. I can't tell it what to do. Besides, I don't think helicopters would land in hostile territory and shut their engines off. A more realistic representation would be to have the helicopter continuously circle the dome until the CD was brought to the stairs, at which point it would make a quick landing for extraction. But that would require multi-stage elevator movers which I did not want to bother with.

The map is very, very open. I would add 300 more bushes and random junk but I can't because people would complain. Not everyone has a 3.2Ghz processor with 1G of ram and the latest graphics card on the market. Some people are still running in 640x480! Despite the map being too open, you can still get to the CD even if all you have is a pistol. But it requires teamwork. You're not going to be able to dodge those Defending snipers alone.

It could be better, but it's at an "acceptable" level now. Other people are free to improve on the map if they want to :)
 

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
Well, none of the situations for the UH-60s are realistic in this game. They wouldn't really hover in hostile territory either, but that's besides the point.

I was saying, about the spawn warning, that it doesn't make sense at all. The 50cal (which both sides can use) is in the SE corner. It's just odd getting a warning telling me not to go to that gun, when in fact, I can. Call me crazy...

As for the bushes, I thought they were put there by Odie. I never noticed them in the original. Could you remove them?

And what I'm saying about the trees is - you shouldn't be able to lay on the inside of them, since that's impossible. But you should be able to conceal yourself in the foliage - which is something you can't do now. I mean, they're leaves...

Seems like you could make the collision a little tighter still...it's still just a big cylinder.

People would complain if you made a dumpy map decent? Wow, I didn't know we lived in Bizarro INF world.

I'm not saying the map is impossible - I'm just saying it's dumb.

Oh well...
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
Here is a over-head of the Dome of the Rock. As you can see The_One did a darn good job in making the map.

Click this like to see other photos of this area... here
 

Attachments

  • dome_of_the_rock__aerial_.jpg
    dome_of_the_rock__aerial_.jpg
    45 KB · Views: 35

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
Yeah, it doesn't look terrible...(well, it does, but that's because it's UT)...

The problem is that it doesn't really have any cover. If there were a war going on, I would expect there to be more debri and such.

Ah well...
 

{GD}The One

TBuildT Mapper
Feb 26, 2002
59
0
0
NJ, USA
www.planetunreal.com
One of the problems of the map is we always strive for realism above all else. I spent at least 100 hours painstakingly going over books and pictures of the real Dome and platform to make sure it was as close to a replica of the real deal and had the same environment as possible. Without the true blueprints of the area (in this age of terrorism I wouldn’t even dare to look for them) I was left to such tactics as measuring a man standing in the picture and using that scale of his body length across the platform and multiplying that by the average height of a man and then converting to unreal units. Using tricks like that and placing soldier models into the actual map for points of reference the scaling was formed. Places in real life aren’t always laid out with war tactics in mind but this doesn’t stop them from becoming a battlefield. The special sensitivity of the fact that this is a replica of a place held holy to many religions meant not destroying it or making any goals with the intent of destroying it, in fact the exact opposite is the goal. Perhaps this sort of mapping doesn’t make the best game map, but it does simulate an experience of fighting in the actual location which is most important to us. The only part I do regret is not being able to lay down the foliage seen on the outer borders of the map but that is simply a limitation of the engine. Every other fountain, bench, monument, and mosque is where it should be. Of course, we added the tents and some other tactical things to enhance the game play but nothing at the expense of realism. Anyway, thanks Odie and UN17 for taking time to fix the trees and some aesthetics, although I haven’t looked at your version I am sure you haven’t changed anything that made it what it is.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,247
3
38
55
Austin Texas
ghostdogs.net
The only big thing that was "added" that you might question is the new tunnel from Defender Spawn to the Museum. However, that was only thought of after NTKB suggested it. I do not think it takes away from the vision of your map, since it is a underground tunnel. At least I hope you would not mind it. If so, you may hit NTKB. ;)

All other changes where minor [ladder fixes, tree blockers, Sniper Actor, and a odd hill bugging issue in a Stone Building, etc].
 

{GD}The One

TBuildT Mapper
Feb 26, 2002
59
0
0
NJ, USA
www.planetunreal.com
That's cool Odie. There were a bunch of things in that map that unfortunately got scrapped along the way. For example, one of the minarets on the outskirts of the map was supposed to have a spiral staircase in it so a player could climb all the way up to the platform and snipe from there. Unfortunately, spiral anything in small enclosed spaces cause maps to beg for mercy and the limitations of this engine prevailed. There were much more bushes and trees that were slowly removed to balance lag with realism. The museum was supposed to be more detailed but the effort seemed fruitless because of the size of the map compared to playable areas. Anyway, I think the bane of most mappers in this engine was the amount of tedious dull work it takes to lay down brush after brush in the correct scale. After a month or two and hundreds of hours of laying down brushes and detail the mapper gets bored of the map and dashes for the finish line, sometimes missing some of the original visions. This is why remakes of maps usually improve the map a bunch. I think I will re-open the editor today and mess around with Honduras 2, maybe I will find the will to finish that beast after-all. :lol:
 

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
Says the man that doesn't know the difference between 'there, their and they're' - 'to, too and two' or 'you're and your'.

Next time you want to pick a fight on the internet - make sure you've at least graduated from elementary school.
 

NTKB

Banned
Aug 25, 2001
2,858
0
0
New Jersey, U.S.A.
cracwhore said:
Says the man that doesn't know the difference between 'there, their and they're' - 'to, too and two' or 'you're and your'.

Next time you want to pick a fight on the internet - make sure you've at least graduated from elementary school.

Yes cause we all know like cracwhore that spelling denotes intelligence and not education :rolleyes:

Edit: tell you what, make a SINGLE ****ING grass texture for a mapper to use for INF, just a single 512 x 512 texture so at least you contributed SOMETHING to INF instead of your diarrea (hope I spelled that wrong) mouth. Then maybe I could tolerate your harsh criticism of peoples hard work.
 
Last edited:

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
[NTKB_voice (one of four)]Roger, Copied.[/NTKB_voice (one of four)]
 

Attachments

  • grass.jpg
    grass.jpg
    364.6 KB · Views: 56

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
It's a < 2 minute job, created with a picture of 'grass' (see: 'the marijuana').

Oh-ho-ho, literal goof-ups are delightful.