Forgot to mention that I actually released a stable version of DieBresche last weekend.
The release thread can be found here:
It contains info on the map, and some bugs being reported.
You can download the map from here:
Preparing the beta files now ready for a sunday release. Have also renamed the map from Volkhovsky to DieBresche because the map ended up nothing like a forest map.
DieBresche will be tested first on the TOGA main server and will then be released to other server admins If I am happy that the map is playing correctly with no gremlins like other level designers have experienced recently in online play.
Just another quick update. It looks like the objectives and spawns are now fully setup in Kismet.
So now all I need to do is hook up the FixedMGs (as two are not spawning for some reason) and then get the boundaries appearing on the overhead map for the objectives.
Once that is done and put out a first beta.
But in the mean time I am also knocking up a Cache Extractor Tool to help people get their downloads into the correct locations:
Quick update – I finally have hooked up the kismet to do the objective and spawn point system. It seems to work ok (offline) from the Allies (attackers) point of view.
Have a few things to tidy up before putting a new test version on server this week to try out the axis spawns with other players.
If that works ok, it will be a case of adding bot support and preparing a release for this weekend. Although other mappers are having problems with spawn point cameras and servers crashing since the last patch!
I was still really unhappy with the first objective which was just a small open woods which I felt would be too hard to attack as the allies had little cover to approach, so I have added a perimeter wall with lots of gaps and ways over, and also added small bridge into it from the west flank.
Bridge into woods from west flank
Just done my first attempt at an overhead map, but I need to test it to make sure the hud places me and objectives in correct location when in-game, but it’s not a bad first effort!
First attempt at an overhead map
And here is a shot of it in-game on the commander hud – the map does appear to line up perfectly so you are where you appear to be…phew!
In-game overhead map on commander menu
And now with the grid overlayed for artillery co-ordinates
While still struggling with getting kismet to play ball with my objectives, I have been doing a bit more work on some of the landscape and objectives.
Some screen shots are below. The more I add stuff to the latter part of the map, the more I want to go back and redo the earlier parts!!
Looking south up the valley to east
Inside Objective 5
Looking down on what will be objective 5
Looking back to east objective from Axis side
Looking down and to the east from valley top