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keMoN
Stiglitz Beta 1
----- custom map for Wolfenstein: Enemy Territory -----



Some of you might have heard about the map-contest that was running the last few months. Well, now that it's over and the evaluations by the judges are complete, I'm happy to publicly release the first beta of Stiglitz.

_______________________


_______________________
First of all, I would like to extend my thank you to the judges for organizing this wonderful event. Personally, I learned quite a lot during the last couple of months. Having a fixed schedule, which I needed to follow in order to participate, meant finding a balance between an efficient work style as well as achieving a result of which I could be proud in the end. Even though the last weeks in the contest were stressful to say the least, because I also moved to another country during the time, I'm happy with the outcome. I would also like to extend my congratulations to all other mappers and especially Macchute for making first place.
_______________________
Once again, a huge thank you to @TITEUF-85 for filming the trailer.

https://www.youtube.com/watch?v=nEh8rLu4AZU
_______________________
---- Mission ----
July 1943:
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 **Stiglitz** **always** had to pass. By having choke-points a certain direction of flow could be ensured, which would make navigation for the player 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.







To avoid having players take a shortcut, the different crossings have been closed off from each other. One with a floodgate, the other with a toxic waste dump by Deathshead's X-Labs, as seen in the image above.

_______________________
---- 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.


The Allied team starts in the Nature and the Axis team in the Noble sector. Both the Industry and the Church sector have a **neutral flag**. This results in a stronger need of team coordination, because after all, you don't want the enemy sneaking behind you and capturing the spawn behind you, putting you inbetween the fronts, do you?

On the central bridge connecting Industry and Church, there is the secondary map objective, a Command Post. However, aside from the usual CP benefits, this one has another small twist to it.
**---Only the team holding the CP is seeing Stiglitz' location on the command map.---**
Now, for this beta, this is rather a secondary feature, because Stiglitz is following a specified path. However, if you imagine the enemy being able to run around **anywhere** with Stiglitz and hiding him in the weirdest places, it is basically a crucial map objective to hold the CP to have that extra bit of information over the enemy.

_______________________
---- Screenshots ----
In this post

_______________________
---- Technical Notes ----

---- VIS blocking ----
The flat layout of the map allowed for quite an interesting approach to VIS blocking. Because the player would only be on street level, it was possible to let the map play in one giant open space. This makes it easier for the both specators and possibly even shout-casters. All houses have structural brushes inside them, as you can see on this screenshot.



The street level is cutting the world on the ground and on top of the structural building blocks 2 giant HINT brushes cut the world again, sealing off the playable area. Aside from that along the main roads and the rivers there are also vertical HINT brushes cutting the world along the sectors. Below you can find an example screenshot of the Nature sector, looking towards the central river. You can notice the HINT brush cutting perfectly along the structural blocks which makes it impossible for the engine to see too far into the Nature sector.



In this short video you can see the 2 horizontal HINT brushes at work. Generally, all structural brushes close off with the upper HINT, but some of the houses, especially hallways, aren't as tall.

https://www.youtube.com/watch?v=OgTzLGSuKKo...eature=youtu.be

_______________________
The general idea behind the VIS blocking in this map can be seen in the images below.
* G is the sky area, where only spectators have access to. They can look into all streets, which is why FPS will be awfull for them when there is a lot going on.
* A is a regular street level. As seen in the image below, A can only look inside the area between the 2 horizontal HINT brushes and the sky. It is not possible for A to see into any other blocked-off street
* F is the area between the 2 horizontal HINT brushes. That area, which is still accessible to the player can look into all street levels below it and the sky, but like A it is now possible to look into any other section blocked off by the upper HINT brush. All other sections act accordingly.









_______________________
---- Infinity Blend ----
In this map I tried a (for me) new technique, which blends the world with 'infinity' or rather 'transparency'.
This is achieved by simply blending with a texture that only has 100% alpha channel. For its shader and setup, please check the .map source files.








_______________________


_______________________
---- 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 ----
**Direct support:**
* @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.

**Indirect support:**
* 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.
Wolf Enstein
An absolutely fantastic map, Kemon, it looks stunning respect.gif .
keMoN
QUOTE (Wolf Enstein @ Sep 11 2018, 04:59 PM) *
An absolutely fantastic map, Kemon, it looks stunning respect.gif .


Thank you very much. It means a lot.
Looking at the outcome, the stress of the last weeks was definitely worth it.
It's occasionally on on UJE, if you would like to join.
N3rwitZ
QUOTE (keMoN @ Sep 15 2018, 10:44 AM) *
QUOTE (Wolf Enstein @ Sep 11 2018, 04:59 PM) *
An absolutely fantastic map, Kemon, it looks stunning respect.gif .


Thank you very much. It means a lot.
Looking at the outcome, the stress of the last weeks was definitely worth it.
It's occasionally on on UJE, if you would like to join.


Hell, I never seen any other than DoG hang there. Gangsta (Wolf Enstein) seems like the Old West, once in a lifetime. cheers.gif Making moonshine again?

Hugo Stiglitz in trouble at border control, goodfellas. friends.gif
$mart
Hello, where to find botfiles for Stiglitz Beta 1 ?
Congrats ! Seems to be very beautiful !
V55
N3rwitZ
No way-points were mapped for it yet, as is for Castle Blackwood, Lays of Schwarzwald. These were contest maps with a deadline like 4-5 months.
$mart
"Lays of Schwarzwald" has some botfiles in downlaod mate. So let's wait a little for this one I think (I hope xD)
++
Wolf Enstein
QUOTE (N3rwitZ @ Sep 15 2018, 01:43 PM) *
Hugo Stiglitz in trouble at border control, goodfellas. friends.gif



lachen.gif




QUOTE (keMoN @ Sep 15 2018, 09:44 AM) *
Looking at the outcome, the stress of the last weeks was definitely worth it.



I agree, Kemon, the map looks fanatastic nicken.gif . It reminds of a "Return to Castle Wolfenstein" singleplayer map, just like the superb "Dingenskirchen" super.gif .

I've been making a new HD pack for "RtCW SP" for the past few months and so I tried it in cojunction with "Stiglitz", here's a few screenshots of the results:
Stiglitz RtCW HD



keMoN
QUOTE (N3rwitZ @ Sep 16 2018, 12:13 PM) *
No way-points were mapped for it yet, as is for Castle Blackwood, Lays of Schwarzwald. These were contest maps with a deadline like 4-5 months.


There are waypoints since a week or so grin.gif
Otherwise UJE wouldn't have added the map into regular rotation.
Please find them here: https://app.assembla.com/spaces/omnibot/tic...itz_b1/details#
$mart
Tanks à lot for info feier.gif
N3rwitZ
QUOTE (keMoN @ Sep 17 2018, 07:42 PM) *
QUOTE (N3rwitZ @ Sep 16 2018, 12:13 PM) *
No way-points were mapped for it yet, as is for Castle Blackwood, Lays of Schwarzwald. These were contest maps with a deadline like 4-5 months.


There are waypoints since a week or so grin.gif
Otherwise UJE wouldn't have added the map into regular rotation.
Please find them here: https://app.assembla.com/spaces/omnibot/tic...itz_b1/details#


I don't follow Omni-bot dev channels, as that begs an excuse. rolleye.gif $mart, enjoy lad.
neropl
QUOTE (N3rwitZ @ Sep 17 2018, 04:21 PM) *
QUOTE (keMoN @ Sep 17 2018, 07:42 PM) *
QUOTE (N3rwitZ @ Sep 16 2018, 12:13 PM) *
No way-points were mapped for it yet, as is for Castle Blackwood, Lays of Schwarzwald. These were contest maps with a deadline like 4-5 months.


There are waypoints since a week or so grin.gif
Otherwise UJE wouldn't have added the map into regular rotation.
Please find them here: https://app.assembla.com/spaces/omnibot/tic...itz_b1/details#


I don't follow Omni-bot dev channels, as that begs an excuse. rolleye.gif $mart, enjoy lad.



not sure why but when I added this map to my server it reboots when map is chosen.
Wolf Enstein
QUOTE (neropl @ Sep 28 2018, 02:45 AM) *
not sure why but when I added this map to my server it reboots when map is chosen.



Do you get any sort of error message when this happens, Nero? Is there any information pertaining to this reboot in your server logs?
neropl
QUOTE (Wolf Enstein @ Sep 28 2018, 07:40 AM) *
QUOTE (neropl @ Sep 28 2018, 02:45 AM) *
not sure why but when I added this map to my server it reboots when map is chosen.



Do you get any sort of error message when this happens, Nero? Is there any information pertaining to this reboot in your server logs?

When I chose map to load nothing happen for long time I'm kind of getting frozen screen and I get disconnected from server. After I reconnect I see that server is rebooted and started with default map. No errors of any kind.
I removed almost all maps to try but still the same. I really would like to have it working as it looks like very nice map but maybe have to wait until new version comes up.
N3rwitZ
Report to KeMoN (Stiglitz' mapmaker) on Twitter/Discord: https://twitter.com/realkemon

Else not much we, regulars, can do.
keMoN
QUOTE (N3rwitZ @ Sep 28 2018, 05:20 PM) *
Report to KeMoN (Stiglitz' mapmaker) on Twitter/Discord: https://twitter.com/realkemon

Else not much we, regulars, can do.


Reporting on this forum is perfectly fine as I usually check them daily.

@neropl you should have some log files of some sorts. Please check your server directory. I can't really help you without knowing what's wrong.
With 33MB I don't consider the map overly large, however you might try checking if you have some kind of filesize limit in place in your server config?

Other than that, I really can't help you without knowing what's going on on your server behind the curtain.
If you have privacy concerns, please strip the logfiles from any private directory paths, IPs before sending them to me or better just posting here, in case another server admin has a similar problem.

Thanks for your report.
rafael_vc1973
CITA(neropl @ Sep 28 2018, 05:16 PM) *
CITA(Wolf Enstein @ Sep 28 2018, 07:40 AM) *
CITA(neropl @ Sep 28 2018, 02:45 AM) *
not sure why but when I added this map to my server it reboots when map is chosen.



Do you get any sort of error message when this happens, Nero? Is there any information pertaining to this reboot in your server logs?

When I chose map to load nothing happen for long time I'm kind of getting frozen screen and I get disconnected from server. After I reconnect I see that server is rebooted and started with default map. No errors of any kind.
I removed almost all maps to try but still the same. I really would like to have it working as it looks like very nice map but maybe have to wait until new version comes up.


The same thing happens in my noquarter server.
neropl
QUOTE (rafael_vc1973 @ Oct 6 2018, 12:18 PM) *
QUOTE (neropl @ Sep 28 2018, 05:16 PM) *
QUOTE (Wolf Enstein @ Sep 28 2018, 07:40 AM) *
QUOTE (neropl @ Sep 28 2018, 02:45 AM) *
not sure why but when I added this map to my server it reboots when map is chosen.



Do you get any sort of error message when this happens, Nero? Is there any information pertaining to this reboot in your server logs?

When I chose map to load nothing happen for long time I'm kind of getting frozen screen and I get disconnected from server. After I reconnect I see that server is rebooted and started with default map. No errors of any kind.
I removed almost all maps to try but still the same. I really would like to have it working as it looks like very nice map but maybe have to wait until new version comes up.


The same thing happens in my noquarter server.

I think I found one error
ERROR: Hunk_Alloc failed on 4097856
That was in etconfig.cfg on server
sorry it was in etconfig.log and in etconfig.cfg hunkmeg is default 56 and nothing I do is changing that as after reboot come back to same 56 number.
I think /com_hunkmegs it's showing your local computer set to certain number as it give me proper 192 or 256 whatever I set by /set com_hunkmegs but in etconfig.cfg always is 56.
that map is always rebooting server and I don't know what settings are doing that or how to change hunkmegs higher on server so after reboot etconfig.cfg show new settings and not going back to default.
$mart
Hi man - runs fine on nitmod, run your server with

QUOTE
+set com_hunkmegs 192



++
ETc|Jay
i noticed that too with "ERROR: Hunk_Alloc failed on...."
its not only serverside, some players told me they cant connect.


Wolf Enstein
We still have players in 2018 who run with their hunkmeg allocation set to 56?
rafael_vc1973
CITA($mart @ Oct 7 2018, 11:50 AM) *
Hi man - runs fine on nitmod, run your server with

CITA
+set com_hunkmegs 192



++


How can I edit it?

server.cfg?
noquarter.cfg?
macbeth
QUOTE (rafael_vc1973 @ Oct 13 2018, 06:56 PM) *
QUOTE ($mart @ Oct 7 2018, 11:50 AM) *
Hi man - runs fine on nitmod, run your server with

QUOTE
+set com_hunkmegs 192



++


How can I edit it?

server.cfg?
noquarter.cfg?

is for you profile
https://enemyterritory-stuff.net/forums/top...nemy-territory/
neropl
QUOTE (macbeth @ Oct 14 2018, 05:57 AM) *
QUOTE (rafael_vc1973 @ Oct 13 2018, 06:56 PM) *
QUOTE ($mart @ Oct 7 2018, 11:50 AM) *
Hi man - runs fine on nitmod, run your server with

QUOTE
+set com_hunkmegs 192



++


How can I edit it?

server.cfg?
noquarter.cfg?

is for you profile
https://enemyterritory-stuff.net/forums/top...nemy-territory/



what about server itself though as my profile is fine just when choosing this map server reboots itself no matter of your profile.
keMoN
QUOTE (neropl @ Oct 14 2018, 05:51 PM) *
what about server itself though as my profile is fine just when choosing this map server reboots itself no matter of your profile.



Please launch your game and type "/com_hunkmegs" in the console and double check, that the number that is printed is at least 128.
If that is not the case, type "/seta com_hunkmegs 128". Notice the seta and not set. Seta writes that cvar into the autoexec, which gets loaded at game launch. After doing that, restart and recheck that cvar.

QUOTE (neropl @ Oct 6 2018, 07:08 PM) *
I think I found one error
ERROR: Hunk_Alloc failed on 4097856
That was in etconfig.cfg on server
sorry it was in etconfig.log and in etconfig.cfg hunkmeg is default 56 and nothing I do is changing that as after reboot come back to same 56 number.
I think /com_hunkmegs it's showing your local computer set to certain number as it give me proper 192 or 256 whatever I set by /set com_hunkmegs but in etconfig.cfg always is 56.
that map is always rebooting server and I don't know what settings are doing that or how to change hunkmegs higher on server so after reboot etconfig.cfg show new settings and not going back to default.


This error is directly related to the com_hunkmegs cvar. Again, increase your com_hunkmegs. I have mine on 512. Unless you are running ET on a potato, there is no reason for you not to increase hunkmegs. Modern computers have at least 4GB of RAM if they are bad. 8-16GB is standard. Letting it use a measly 512MB will hardly do anything, let alone 128MB.

rafael_vc1973
CITA
I think I found one error
ERROR: Hunk_Alloc failed on 4097856
That was in etconfig.cfg on server
sorry it was in etconfig.log and in etconfig.cfg hunkmeg is default 56 and nothing I do is changing that as after reboot come back to same 56 number.
I think /com_hunkmegs it's showing your local computer set to certain number as it give me proper 192 or 256 whatever I set by /set com_hunkmegs but in etconfig.cfg always is 56.
that map is always rebooting server and I don't know what settings are doing that or how to change hunkmegs higher on server so after reboot etconfig.cfg show new settings and not going back to default.


I will try to explain ...

In my config, I have established the hunkmegs with a value of 512
and I have no problem playing any map online.
I also have no problem when I run the game in mode
HOST GAME
and charge this map: Stiglitz Beta 1.
I can play it perfectly.


I'm a clan leader with a server in noquarter.
I wanted to put the map in one of my campaigns in rotation mode.
I uploaded the map to my server and edited it conveniently.
The problem is that when it's time to play that map
the server crashes and restarts.

And I do not know how to solve it.
Why can not you play that map on my server?

Do I have to change something in the configuration of my server?

I hope I have explained it properly.
I think it's the same case as the user neropl
ETc|Jay
server needs higher hunkmeg value too

http://forum.splatterladder.com/index.php?...ost&p=87904
neropl
QUOTE (ETc|Jay @ Oct 20 2018, 08:23 PM) *

as I wrote before I tried to change that in etconfig.cfg but it's not staying there and changing back to 52 by itself after reboot not sure why is doing that and how to change it permanently.
macbeth
to see the valor value for the server type in console :

/rconpassword xxxxx

/rcon com_hunkmegs

result might be
: Command (0): com_hunkmegs
"com_hunkmegs" is:"192" default:"56"

i use qtracker to can manage servers but u can do the same when you are on the server : open the console and type the same
$mart
Hmmm I'm quite sure the value has to been set in command-line, not in etconfig.cfg or else file.

I've forgotten how it works, but for sure if your run your server with

QUOTE
+set com_hunkmegs 192


your server won't crash.

Exactly I've all these values in command-line:

QUOTE
/xxxxx/etded.x86 +set dedicated 2 +set net_ip 188.213.168.130 +set net_port 27000 +set fs_game nitmod +set com_hunkmegs 192 +set sv_punkbuster 0 +exec nitmod.cfg +set fs_homepath /xxxxx +set fs_basepath /xxxxx +set sv_autoUpdate 0 +set sv_maxGetstatusCheck 0 +set net_port_extra 27100 +set sv_maxclients 64

Or ask your provider and show him this example, good luck
neropl
QUOTE ($mart @ Oct 21 2018, 08:14 AM) *
Hmmm I'm quite sure the value has to been set in command-line, not in etconfig.cfg or else file.

I've forgotten how it works, but for sure if your run your server with

QUOTE
+set com_hunkmegs 192


your server won't crash.

Exactly I've all these values in command-line:

QUOTE
/xxxxx/etded.x86 +set dedicated 2 +set net_ip 188.213.168.130 +set net_port 27000 +set fs_game nitmod +set com_hunkmegs 192 +set sv_punkbuster 0 +exec nitmod.cfg +set fs_homepath /xxxxx +set fs_basepath /xxxxx +set sv_autoUpdate 0 +set sv_maxGetstatusCheck 0 +set net_port_extra 27100 +set sv_maxclients 64

Or ask your provider and show him this example, good luck

I will try to get them to change that in this file as I have no access to it.
neropl
QUOTE (neropl @ Oct 21 2018, 05:05 PM) *
QUOTE ($mart @ Oct 21 2018, 08:14 AM) *
Hmmm I'm quite sure the value has to been set in command-line, not in etconfig.cfg or else file.

I've forgotten how it works, but for sure if your run your server with

QUOTE
+set com_hunkmegs 192


your server won't crash.

Exactly I've all these values in command-line:

QUOTE
/xxxxx/etded.x86 +set dedicated 2 +set net_ip 188.213.168.130 +set net_port 27000 +set fs_game nitmod +set com_hunkmegs 192 +set sv_punkbuster 0 +exec nitmod.cfg +set fs_homepath /xxxxx +set fs_basepath /xxxxx +set sv_autoUpdate 0 +set sv_maxGetstatusCheck 0 +set net_port_extra 27100 +set sv_maxclients 64

Or ask your provider and show him this example, good luck

I will try to get them to change that in this file as I have no access to it.

I asked support to change that in command line and it finally work. Thank you very much.
Wolf Enstein
QUOTE (neropl @ Oct 22 2018, 07:16 PM) *
I asked support to change that in command line and it finally work. Thank you very much.



I'm glad you got your server problem sorted, Nero nicken.gif .
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