[REL] rnl_stannum_v3

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[REL] rnl_stannum_v3

Post by Snuffeldjuret on Fri May 28, 2010 10:56 am

Hello all =).

Finally gotten to port stannum to the OB/Beta version. It is pretty much the same as version 2 game-play wise, but with some touch-ups.

Screeeniees!
The minimap: http://i46.tinypic.com/x1k7ir.jpg
Allied first spawn: http://i45.tinypic.com/30hlvyp.jpg
Obj1, pond house: http://i47.tinypic.com/wkp7jb.jpg
Obj2, barn: http://i46.tinypic.com/140lr9.jpg
Obj3, resident: http://i47.tinypic.com/110bvc3.jpg
Obj4, manor: http://i46.tinypic.com/1zn0wsg.jpg
Random pic: http://i46.tinypic.com/54afdz.jpg

Download v3 (openbeta1.1)
Dropbox: http://dl.dropbox.com/u/6962249/rnl_stannum_v3.zip
Sendspace: sendspace.com m5ozci
Megaupload: megaupload.com MGQF854O

In case you have downloaded the map from a server and only want the rest of the files for the minimap, you can download just that from this link:
All but BSP file: http://dl.dropbox.com/u/6962249/rnl_stannum_v3_withoutbsp.zip
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Re: [REL] rnl_stannum_v3

Post by Atkins on Tue Jul 06, 2010 10:35 am

Are we gonna see finish-able v4?
Seems that every time the round ends up so that Allied dominate in the manor area, so i would suggest, if u dont already have, to allow axis to have 2 MG's and perhaps more g43 if mg's are not enuff to hold off allies for awhile.

Dunno if it is possible, but how about adding some pistols to the map? Like leave few pistols lying around that spawn back every 3-4 minutes. Now I am not saying to leave pistols all over the place but to some houses, like on top of tables and attic and barn corners, so that axis would have incentive to go to those places instead of rushing like in every other map. You see where i am going with this?
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Re: [REL] rnl_stannum_v3

Post by Snuffeldjuret on Tue Jul 06, 2010 2:32 pm

yea I should fix some things, but prolly gonna call it 3b =)

I think I will leave out the squad file and let server admins choose. So much trouble having these un-updatable squad files that I don't want to risk future errors. I can always say that I think it should have 2 MGs for both teams or something.

Having weapons lying around is a nice idea, would be super easy to fix I would think.

Ill try and balance some stuff out in a nice way in general though, and prolly gonna lower to 150 tickets for both teams.
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Re: [REL] rnl_stannum_v3

Post by Atkins on Tue Jul 06, 2010 3:24 pm

Yeah, drop pistols to places that u think ppl should go to camp like the sandbags in the field near pond house etc...
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Re: [REL] rnl_stannum_v3

Post by Atkins on Fri Oct 08, 2010 6:58 am

In Stannum during the night Allies pushed Axis our of the village but in the next day, Reich Strikes Back:

http://dl.dropbox.com/u/6981144/rnl_stannum_day_v2.bsp.bz2

Day version of the map with reversed capping order Smile
All done with Snuffel's permission, though he is not responsible of the quality of the gameplay/fps/etc. of this day map version.


Last edited by Atkins on Tue Aug 16, 2011 7:31 am; edited 1 time in total
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Re: [REL] rnl_stannum_v3

Post by Atkins on Wed Nov 03, 2010 8:11 am

Snuff, i think you should adjust the pond house fallbackspawn trigger so that allies will be able to block germans easier ( like almost from the other side of the pond) but germans have to be practically go inside the house to spawn block --> allies have it easier in the map in the beginning

On the same note, reverse this process for Manor and Resident so that Allies have harder time spawnblocking them but axis can spawnblock resident quite easily --> end of the map comes more demanding for allies
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Re: [REL] rnl_stannum_v3

Post by Snuffeldjuret on Wed Nov 03, 2010 8:20 am

yea, stuff like that =). increase cap time on manor and small spawn block area there to, as allies never spawn there. Perhaps they will in 1.6 though, well see =).
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Re: [REL] rnl_stannum_v3

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