Beta 2 Release (last weekend)

Forgot to mention that I actually released a stable version of DieBresche last weekend.


The release thread can be found here:
http://forums.tripwireinteractive.com/showthread.php?t=76417

It contains info on the map, and some bugs being reported.

You can download the map from here:

Player Files
http://toga.gamingdeluxe.net/Downloads/TE-DieBresche-B2-ClientFiles.7z

Server Files:
http://toga.gamingdeluxe.net/Downloads/TE-DieBresche-B2-ServerFiles.7z

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Map Beta Ready + Rename

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.

Almost ready….

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:

Objectives and Spawns setup

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!

Overhead Map done

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

 

Some more updated screenshots

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