Latest file I MYSELF have worked one (others have newer versions, you know who you are): (october 23rd, 2014) - https://www.dropbox.com/s/9oyi8nksz2er4wn/emp_echelon.rar?dl=0 I have decided on my next map, but it will be a massive undertaking. In fact, too much for me alone. So before i start working on it, i'd like to know if there are mappers here who'd like to help out. I'd insist on doing the displacements myself, and i can do most of the entity work as well, but i would prefer someone else creating the brushwork. This would mean the part of the map that's "emp_escort" styled, plus the base walls and gate and the beach bunkers etc. Also i might need someone to make a partical effect for a massive EMP explosion, but if i can't find volunteers i'm not abandoning the map for it. So emp_echelon: Quick summary: (detailed information at the bottom for interested people) NF have to land on BE controlled coast, conquer the beach (with access to vehicles) and fight upwards to the BE base. They have to fight their way into the heart of the base and copy important information (by capturing BE's last flag). While this is copying a timer starts. NF also power down the BE base AA guns allowing NF reinforcements by air (just a message saying it happened, no player action required). Because BE lost the base, they have no spawns. NF has all the spawns. At this point BE's own reinforcements arrive over sea as well, destroying the NF transportships (the original NF spawn) while long range artillery obliterates everything on the beach and the road up to the base. Their own transportships become BE's new (and only) spawn while NF will have lost all their spawns (and players and vehicles) outside the base walls to the artillery. NF then have to hold off BE (who this time have access to vehicles) untill the timer reaches zero and they can escape by air with all the important data. The timer will be 60% of the time NF needed to capture the BE base (playtesting should find a more correct percentage) because: - NF can only spawn in the base when this phase starts - No more gates to destroy However BE will only have medium tanks A quick test setup i made in hammer to get an idea about the map's layout: And to have an idea about the height: Here follows a much more detailed explanation for the people still interested: PART 1: NF ASSAULT - NF land at the beach. Predefined vehicles can be bought by NF on the landing ships. BE doesn't have vehicles. - BE have spawns in the base, the cliffside, bottom of the cliff and even one on the beach - NF have to fight through lines of defenses and capture point after point to get to the bottom of the cliff - NF then have to battle upwards. On some places the cliff will overhang to protect against BE defenders shooting down. Also on some places there will be rock formations at the edge of the cliff, NF engineers can place (preplaced) ropes there so people can climb up instead of following the much longer road (the rocks will cover infantry who just climbed up). If BE happen to retake control of such an area, they can unbuild the ropes and anyone on them will (hopefully) fall down. When NF captures the cliff spawn they'll be able to buy vehicles there as well - Once at the top NF engineers or vehicles will have to destroy the base gates (1 main gate and 2 infantry passages) to get into the base. - From here on they'll have to fight all the way to BE's last spawn. - NF then have to copy the data (by capturing the last BE spawn). The building will become NF's newest spawn while BE loses their last spawn. PART 2: BE ASSAULT - The download takes a long time. NF disable the base AA guns so air evac is available for when the download is complete. - BE sea reinforcements arrive however, and destroy the NF transportships while BE artilly destroys everything outside the BE base. This includes all players and all NF vehicles outside the base and even the bunkers outside. A massive EMP missile triggered to go off while flying over the base will disable all NF stuff that isn't inside the EMP-shielded BE buildings (so all NF vehicles go bye bye in the base as well). If NF destroyed the main gate during their assault, it will of course still be destroyed as well. - NF now only has infantry reinforcements by air: the two base spawns, while this time BE have a beach spawn and acces to vehicles. Only mediums though, no heavies, and less income rate - BE have to retake the base before the timer ends (before NF extracted all the information) Overview: Phase 1: Phase 2: Update 1: From D.D.D. Destroyer: BE Briefing: Aerial scouts have reported a fleet of old Jekotian warships heading towards the Echelon Research and Development Plant located on a small, isolated island. A distress signal has been sent out immediately to bring in reinforcements, and while our Temptresses can arrive in time to support the anti-aircraft defenses, Imperial ships will arrive too late to stop the beachhead. The garrison must hold off any soldiers and vehicles that will inevitably spill out of the frigates, as Echelon stores research data critical to the war efforts. Defend the facility until the assault ends. If the defences are overpowered, any survivors are to reconvene with the reinforcement fleet and take back the base before the rebels manage to secure the data. NF Briefing: After much careful planning, the command has decided to send out a fleet to seize control of the Echelon facility. We do know that there is something of extreme value inside - be it data, experiments, or some prototype weaponry. However, our lookouts have spotted enemy aircraft way in the distance, so expect a hearty welcome. The entire island is heavily fortified, and the only way in is through the front gates - do not expect this to be easy. Your goal is to secure the facility and hold it until it is picked clean of anything that might be valuable to our cause. Remember that there is a Brenodi fleet heading towards the island, its goal to aid the defenders. Update 2: Modelling: 1) Misfire First defensive line: Can be anything that could be used to stop vehicles https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/First defensive line.jpg 2) Misfire Second defensive line: Can be anything that could be used to stop vehicles as long as it's different from defensive line 1 https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Second defensive line .jpg 3) Flasche Landing ships: could be made out of brushwork as well I suppose, more info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Landing ships.jpg 4) Misfire IF modellers are bored: Massive AA guns and battleship raping cannons, which I could place on and inside the mountaincliff. Brushwork: 1) Silk Beach bunkers: any shape you can come up with as long as I can use displacements to create cover for people runnning from and to the bunkers https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Beach bunkers.jpg 2) Silk Beach wall and bunkers: All info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Beach wall and bunkers.jpg 3) Silk Area 2 thingy: can be anything concrete building style, perhaps some sort of warehouses or whatever, more info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Area 2 thingy.jpg 4) Silk Towerbunker 1: All info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Cliff towerbunker 1.jpg 5) Silk Towerbunker 2: All info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Cliff towerbunker 2.jpg 6) Silk Vehicle tunnel: all info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Vehicle tunnel.jpg 7) Silk Cliff bunkers: all info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Cliff bunkers.jpg 8) Freaknovich Main base: all info in the image https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Todolist/Main base.jpg Entity professionals required !!!!!!!!!!!!!!!!!!!!!!!
I always wanted to do a dday based map. I could probably do some entity work, as well some bunkers, brushwork, etc. With func_breakables, and the arty particles, some sound and logic_cases you can create some nice looking bombardment for the beach when the attackers are beginning their attacks. and env_splash for the obligatory amphibious assault from the sea.
Excellent I will be making a more detailed layout first which will take some time, but once that is done i can put the vmf online (or shared in dropbox) and you and/or others can do the things you do best. As long as i don't have a more finished layout there's no point in giving away the vmf since everything will keep changing a lot during the first few weeks. Feel free to test away with entities if you want though. And if you feel like making a bunker, don't let my slow progress hold you back. My main personal interest is the steep winding cliffroad. For the beach i have no real strategical plans. So I can make the displacements so that it fits for simple bunkers, underground bunkers, cliff bunkers or whatever you feel is necessary or prefer making.
Might seem hackish but, when flag is neutral activate a new spawn in "You loose" room? If the flag is recaptured they instantly teleport back to their main otherwise they go to new spawn at sea.
I could make the room an exact replica of the inside of the transport ships, so the teleport wouldn't be that disorienting. If i could make the transportships movable objects and have the spawn locations move along with them, i could just spawn them on the ships already. Since the apc features a movable spawn, i figure this should be possible as well. Also this would give a great sea view of the beach explosions Empires could do with some theatrics ... especially for PR video's
I accept all help As long as i can make the displacements i'm happy. The only thing that needs some attention is that if several people make brushwork, that it should be somewhat a similar style. But that is mostly done by textures anyway. For the base i had actually the escort style in mind, for the beach bunkers .... no idea. Haven't even started thinking about how to make the beach an interesting battle area. What type of terrain (beach all the way towards the cliff, or halfway smooth hills with foxholes, etc ... ). Input on this is also welcome
it would be fucking awesome if you could build some demo-traps into the map at the beach area. If a be engy could get to the beach he could build on some areas that have traps under them. Tank rolls over... BOOM! New hole in the ground all the tanks have to avoid. Even new craters that show up when the place gets arty shelled would make the experience more realistic(probably to hard to do?).
In a word, this sounds AMAZING. In the interests of not making the beach area a total steamroll (depending on the number and location of bunkers), it might be worth making the terrain at start and end of the beach a bit more bumpy and filled with hollows for infantry to take a small amount of cover in with a flatter emptier "no mans land" in the middle. I'd also make sure that you have the cliffs surrounding BE's main base high enough so that they cant mortar the beach / get mortared from the beach. Just a few more thoughts about the beach for now (since theres so much blue sky thinking in this thread already ), deconstructable / destroyable tank traps at the start for NF to get past? Possibly small stacks of sandbags or "barbed wire" covering the base entrances or some other form of "hastily" built cover when the tide changes and BE is attacking?
Teleports don't work with the hard collision path. :/ func_breakable with sand texture placed over displacement hole, voilá!
What do they use in mini-game map? Hard collision path... What does this mean, like the ones for buildings and tanks?
In my previous versions, I did use teleports. For the new one, that loves to crash due Valves shitty physics props, I enabled a info_player_spawn, disabled all others, , then I ran a lua script to tell all players in that team to select the spawn and then force spawned them. So yeah, that can work. Also made spectators forcejoin teams when the game started.. You use a point_server or clientcommand to activate them.. With the forcespawn command, you can forcespawn people before the round starts, if you think such things are fun to do..
Excellent work. Some buildables would be nice on the beach (like tank traps or sandbags). ... In my opinion, of course.
It's not a typical empires gameplay map, so i wouldn't mind map buildables. Though when i did it in ... frost i think i had a lot of trouble with physics and shadows from buildable structures. They wouldn't cast shadows after getting build cause they are static objects and static light gets baked into the map on compile. Also i couldn't build turrets on the built wall because map physics also gets permanently set during compile, unless with dynamic objects which the walls aren't Actually ... how does slaughtered and other maps fix that ...
you cant build on the buildables on slaughtered unless that changed with the last empires version. also, but idk if its working in multiplayer, have you ever considered having just one commander and use a flag based spawn system for the 2nd team? on a local server the game doesnt end if there is only one comm present ... it might be interesting for an assault type gamplay map like this.
I did not consider this possibility no. But for now i'm gonna make the map's layout according to the original plan. Maybe in the end i might decide differently
Hello, I heard you need bunkers. Well I just happen to have something that might be appropriate from an abandoned project of mine.