Scrupus cyber castle

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Arctic Assault

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Map description of development ETQW map - codename Arctic Assault - work in progress.

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Eagles2

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It's snowing outside the rumbling sound
Of engines roar in the night
The mission is near the confident men
Are waiting to drop from the sky

The blizzard goes on but still they must fly
No one should go where eagles dare
Bavarian alps that lay all around
They seem to stare from below
The enemy lines a long time passed
Are lying deep in the snow

Into the night they fall through the sky
No one should fly where eagles dare

They're closing in the fortress is near
It's standing high in the sky
The cable car's the only way in
It's really impossible to climb

They make their way but maybe too late
They've got to try to save the day

The panicking cries the roaring of guns
Are echoing all round the valley
The mission complete the make to escape
Away from the eagles nest

They dared to go where no one would try
They chose to fly where eagles dare


(lyrics from Where Eagles Dare, by Iron Maiden)

News



Eagles2 a6 released

Eagles2 a6 released

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Download pk3

Changes from a5:

Major gameplay changes

  • The doors to the airfield radio room will not open until the bus has arrived. This should stop all radio fence jump exploits.
  • Axis will spawn in castle tram station when allies take the town flag. This will give axis a better chance to reclaim the town, until the allies destroy the tram door. Axis will loose castle tram spawn when tram door is gone.
  • In return, the allies can now use the tunnel behind the town "pub", for a shorter route to the town flag.
  • The area on the allied side of the bridge have been rebuilt, to give better cover to allies spawn area, hopefully it should be easier for allies to attack airfield.
  • In return, the axis airfield has also been rebuilt and got more covering defence like towers and bunkers.
  • The door to the right of the document room main door have been turned into a team door, so only axis can use it. This route made it too easy for allies to steal doc, so they now have to go up to the upper door (or use another route).
  • The axis will now spawn on the balcony inside the castle courtyard, instead of the inside spawn. The inside spawn was a bit confusing and made it harder for axis to defend documents properly. (exprimental change)
  • There is now a desk in the library in the castle basement, which the allies can use to jump over the generator door (one way only)


Cosmetic and minor gameplay changes

  • The allied road mg has been moved to the bridge house.
  • The axis got a road mg defending against the castle side of the map.
  • Added some rocks to the airfield end of the river, to give better cover for attacking allies.
  • It is now possible to walk on the outside of the bride fences.
  • The area between the bridge and the snow tunnel in the middle of the map has been reworked by adding/changing covering objects likes rocks, ruins, trees etc.
  • The tram machinery looks more "alive" now.
  • The area with crates behind the radio room have been improved, so it is easier to walk/sneak/fight around there. (This was one of the first parts that was added to eagles2 but it has not been touched until now.)
  • Removed one of the trucks from the town spawn area, it was not very useful for anyone and mainly reduced fps.
  • Reworked the covering stuff behind tram station.
  • Reworked some buildings in the town, to make them look better and improve performance.
  • The axis bridge bombs will now hit both sides of the bridge and got some extra "special effects".
  • The sewer tunnels below the airfield looks better.
  • Added a minor "fog" effect to the map, so it looks more like winter weather. Buildings in the distance can still be seen (it's not a fog clip) but they are more blurred by the fog/mist.
  • Axis airfield spawn got a new exit to the front wall, giving faster access to the bridge area.


Preview screenshot of the new airfield bridge area:



Eagles2 Alpha5 released

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Eagles2 Alpha 5 is now ready for download here:


http://files.myopera.com/Scrupus/download/eagles2_a5.pk3

Changes in this version (eagles2_a5)

Gameplay:

* A new path into the inner town is available for allies after blowing the avalanche wall. Jump from the mg position on the wall and behind the building, where stairs will lead down to the ammo/health area.

* Town flag has been moved to the town bridge.

* A small platform has been made in the side tunnel, to reduce health loss when allies jumps down.

* To help axis defend the tunnel entrace, there is now a ladder up to the tunnel. They can get into the tunnel, but not up to the allies area.

* Three new balconies and a sniper tower is now available in the town. Entrance from the tram side (ladder) or the inner town.

* Many players still complained about castle being to hard for allies to enter. As it's still a goal to keep this map one-way only, two adjustments have been done to help the attackers:

** Trams will move faster => more attacks pr. minute.

** The castle tram station has been rebuilt. Now it should be harder for axis to defend both trams and flag from one room only - they will have to move between the tram rooms, or stay behind to guard the flag. This should hopefully make it easier for allies to get a foothold in the castle trams station, and get some people either to the flag or further into the castle.

* Airfield have been rebuilt. Both for gameplay and better look. The paths are almost like before but there are more bunkers to hide in for both teams.

Cosmetic and technical changes:

* Re-textured many buildings.

* Reworked a lot of (hidden) structures in the castle and the town, for better vis blocking. Still to do.

* Added commandmap markers for the flags and the documents. Should be easier to find them now.

* Adjusted more bus path splines, so the bus moves smoother.

* Started on a new commandmap. Current map is actually a screenshot from high above. This gives a nice 3D effect to the commandmap and compass. But the picture is not yet 100% overlaid on the real map, need further adjustments.

* Added and adjusted many textures/brushes to make them look better/more natural.

* Converted a lot of misc_models to misc_gamemodels, to reduce memory use and map size (ie. to avoid hunk_megs problem). As misc_gamemodels must be clipped manually, some clips may still be missing.



February 2012
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