This stunning W:ET map by Kemon you cannot miss!
– Mission –
Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. Communication went dead some days ago and Stiglitz is suspected to have been spotted and is soon to be executed. The Allies are trying to make their way through the village, free Stiglitz and escort him back to safety, so he can be debriefed at the OSA headquarters.
—- Concept —-
This first beta has a slightly different setup compared to its original concept. This is simply due to the limited time frame of the contest, which didn’t necessarily go hand-in-hand with the personal spare time of both @phisherman and me. The original concept, which is still planned for beta 2, has an unique twist compared to other escort missions. The mission for the Allies is to free Stiglitz and escort him back to safety. The concept however allows Stiglitz to be freely escorted in any direction the escorting player wants. So if one route is blocked by the Axis, then another path can freely be chosen. The Axis on the other hand can also escort Stiglitz and try and hide him from the Allies. Obviously, some restrictions need be be applied to avoid having the Axis hide Stiglitz in their spawn, rendering the Allies helpless. For this concept to work, a special LUA script is necessary, which unfortunately was not possible in the given time.
However, the concept will be realized for beta 2, which unfortunately will still have to wait until next year. As many of you know, so far @phisherman was responsible for the scripting part in all my maps. For this beta however, it would have been difficult to coordinate both our personal time and still make the deadline. So, this beta is completely created by myself and @phisherman will enter for beta 2, so we can properly implement the intended concept.
For now, Stiglitz is escorted along a pre-defined path as any other escort mission.
—- Layout —-
Since the concept is still on the table, the map needed to follow a certain layout to accommodate for technical limitations. The biggest of them being that the walking animation of Stiglitz would definitely be flawed when having to overcome differences in height. This made it necessary for the map to more or less be completely flat. Obviously, for this concept to really have an impact on gameplay, the map needed several different available routes. When overdone, this on the other hand, has the possibility of turning the map into Swiss-cheese with no real flow direction. So for the Level-Design there were 3 requirements:
- map needs to be flat
- map needs to provide different routes
- map shouldn’t feel like a labyrinth/Swiss-cheese
—- Setting —-
Because the map had to be completely flat, I decided to have the primary setting in a village. There it wouldn’t be too obvious that everything is happening on one level. Nevertheless, in my opinion, maps with terrain and landscapes always have a better feeling and atmosphere. That’s why the village was planned to be situated in a mountain range, so the terrain is simulating a vertical environment. That way the flatness could be hidden even further. Having different routes was pretty straight-forward, simply include several different streets. To not turn the map into a labyrinth, there needed to be common choke-points, which Stiglitzalways had to pass. By having choke-points a certain direction of flow could be ensured, which would make navigation for the easier.
So the decision ended up with a village in a mountain range that has different sectors divided by a river. To cross from one sector into the other you need to pass the river. By passing the river you need to expose yourself to an open area, which lets the enemy team locate you and especially Stiglitz.
This always follows the same principle with 3 options to choose from. First, a semi-fortified flood-gate, a provisional bridge and lastly a main bridge.
—- Secondary Objectives —-
As mentioned, the map consists of 4 different sectors. To help with differentiating them, each sector has received an individual purpose and title as you can see in the following screenshot from @TITEUF-85’s trailer.
—- Specs —-
- Author: keMoN & phisherman
- Brush count: 35.541
- Entity count (total): 3.292
- Entity count (ingame): 847
- Development time: contest time frame -> 7 months
- Compile parameters:
– [q3map2] -meta -v -mv 1024 -mi 6144 “[MapFile]”
– [q3map2] -vis -saveprt -v “[MapFile]”
– [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid “[MapFile]”
—- Notes —-
The source files are included. I kindly ask, that you contact me before creating any maps based on Stiglitz_b1. Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series.
By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET.
—- Thank you —-
- @ryven or extensive support during debugging of the script_mover.
- @WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
- Everyone on the TWT Discord for helping out in one form or another.
- Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is inspired by Axis Lab.
- Gordon ‘digibob’ Biggans [SD] for his purely magical MD3-to-TAG tool
- C and Npherno for their wonderful model tools respectively
- hipshot for his “miramar” skybox from http://www.custommapmakers.org/skyboxes.php
- RtCW for models + textures.
- @ischbinz for textures
- @FireFly for his Hanomag model
- Detoeni for his submarine and truck models
- @RayBan for his treeline textures
- Everyone else who provided info, feedback, ideas or helped in any other way.
If you want to read Kemon’s full post, head over HERE
Source: Kemon on Splashdamage