Hello everyone, we are half way through April and that means time for the monthly Road to the Future. There has been a large influx of questions recently and so we will dedicate most of this RTTF to answer as many questions as we can. Media junkies, don't fret, we do have some media of La Fiere to show you. Let's get started.
Semmel was nice enough to let me take a look at La Fiere. Our schedules do not overlap too well and so I took a walk around the map and had to do a separate Q and A. But before I show you the map, I would like to tell a little bit of La Fiere's history. Mike Hufnagl made the first version that you know in Alpha 4. Andrew Hayes then took over and started the Beta version before he had to leave the team for real life. With Andrew's layout, Semmel joined the team and made La Fiere into what it is today. Now, I hope you all enjoy this preview of La Fiere.
*Sorry about the quality of the video. I found out that a broken codec was causing quality issues.
Here is a short Q and A with Semmel:
Eric: What background do you have in mapping?
Semmel: I have been creating maps for about 4-5 years now. I really wasn't as active as I am now but I have made a lot of small maps and tried other map editors and tools.
Eric: What other maps have you made(source or non-source)?
Semmel: I created the rnl custom map falaise and that was the first map I have released for the source engine. I have also done a lot of fun maps for goldsource, but this was the first map released to the public.
Eric: Were you excited to work on La Fiere or did you feel assigned to it?
Semmel: I was really excited to start on it. I asked Stefan if I could work on that map after I finished the first map project for the Dev team.
Eric: How did you get the realistic environment and atmospheric feel that the map has?
Semmel: Mainly through testing out how it feels and plays in game. To make a map that "feels" real, you need to "feel" it as you go. Its really difficult to make a map only based on pictures. Its also not recommend to do that, because what’s looking good in real life doesn’t have to look good in a game. Also you have to make sure that the map is fun to play.
Eric: How far is it away from completion?
Semmel: The map is 95% done.
Eric: Any ideas on what you want to work on next?
Semmel: Sure, I am right in the middle of the concept stage for my next project. You will see what it is when I have finished enough of it.
Now for the RTTF Q and A's.
1. Have you done any changes in the Beta version to fix the heavily favored Axis?
"Heavily Axis favored" means a lot of things from imbalanced weapons to imbalanced maps. We addressed things like the MP40 balance and also worked on some of the maps to make it easier for the Allies to capture objectives. Overall, the beta will allow you to capture objectives even though there are enemies around, you will have to outnumber them.
2. Is the suppression effect going to stay the same or will there be any changes? If there are, could you describe them a bit.
The effect that was in place in Alpha has worked just fine and we have had no complaints about it, therefore we see no reason to change it.
3. Are there going to be any server side commands that allow different game-play types?
Game-play options are all mapper controlled and can be changed for each map now. There is a server side command to change respawn times independently for each team, but generally we have found that mappers don't like server admins tinkering with the play style that was setup.
4. How have the beta testers reacted to some of the new things in Beta?
The full spectrum. We have seen anywhere from no reaction at all to fanboy-ish crying over missing or changed features. There has also been plenty of raving over newly implemented features. Hardly anything was given one single opinion.
5. What is the most exciting thing/aspect about Beta for you guys? New maps, new guns, new IS mechanics or something else?
The big two things the developers seem to be enjoying is the brand new code that makes debugging a whole lot easier. Also, the new weapons are a lot of fun.
6. Any updates on a possible Mortar-class?
There won't be one. Stationary mortars are something to be done by the mapper. Unless the standard player limit is upped to 64 players, we shouldn't waste players in classes like that one. Off map artillery sounds like a better idea.
7. Can you reveal how the new load out is going to look and how it works in Beta?
No. Wait and see.
8. Are there more parachute maps coming in the future?
Depends on the mapper but there's at least one more in the works.
9. Have you changed Eglise's mechanics in Beta to avoid the inevitable para-raping in the beginning of the map?
All of the maps have been looked at based on feedback from the public and we did our best to fix any spawn killing issues that were found.
10. Is there going to be a built-in ban/kick system that actually work in Beta?
There is one that has been tested by the beta testers and works. It's up to the admins to actually enable it.
11. Are there any plans to follow the 82nd into the "Battle of the Bulge" campaign?
Battle of the Bulge maps are being thought about. Once we have some resources to spend on that, as everything in game(like textures and models) have been altered around a lack of snow, then we will evaluate further on the possibility of them.
12. Will ballistics be implemented?
Ballistics will not be implemented. After in depth testing, we have come to find two things:
1. The source engine takes a lot of resources to create ballistics.
2. For a lot of work, there will be hardly any gain with the small distances that the majority of gun fights take place in.
That is all for this update. The next one is in two weeks on May 1st, so stick around.
wow! map looks great! good job!
Beautiful as aways. Keep it up.
Easily one of the best mods for Half-Life 2, and still going. Just a quick question: do you think optimization will be fixed at all in the beta? I always get like 10-20 FPS in this game as opposed to the 30-60 FPS in other source games. I understand the maps are huge, but still.
Fantastic. I'm really impressed :D
Wow, the map has changed a lot! Good to see, that there are some alternative Ways after crossing the Bridge! Ads more tactical scope to the map and adresses it´s main weakness! Great Job, I can´t wait to play it!
man, how many walkthrough videos of this map are there? I had constant flashbacks :)
Wasn't there an arty gun in it at some time, too? Maybe I just missed it in this vid.
What I think would be cool would be a montage of the three (?) walkthroughs I know so far. What has changed, what is fun about it and how was it when you started?
The Map is really shaping up. Amazing to see the live development; that's what I like most about mods - and that's why I like comparison videos even more ;)
I am always looking for more feedback on things the public wants to see.
The three walkthroughs are of:
Carentan
Carentan_Causeway
La Fiere
So, compare these three against each other or against earlier versions of themselves?
I think he means there were other walkthroughs of previous iterations of LaFiere.
I gotta say, I really love they way you guys approch mapping. Nothing short of amazing.
Meh the only reason i was staying with this mod was because i wanted to see how the ballistics would be. I'm not really a fan of world war 2 games so don't bash me.
There are no plans to do ballistics at this time. At the beginning of the project there were plans and even a little while ago Andrew had some working, but ultimately there are none planned for now.
If R&L wants an efficient physics based Real-Time External and Terminal Ballistic system let me know, I could do up a SDK Library version of the Occupation: Source system. Define your rounds in terms of mass, energy, caliber, material composition and shape-type. Even in close range exchanges it makes a huge difference.
Great texturing and detail.
WOWESOME!
Superb mapping guys. I would say the best map I have seen in Source to date. 10/10
Cant wait, the map looks kick *** already!
Ballistics add nothing and eat out the source engine? I have to disagree, this guy is doing it,
Moddb.com
Did you call it "la fiere" because "Sainte-Mère-Eglise" was to hard to tell for a non-french? :D
No... there is a St. Mère Eglise map also.
Yes but let me just tell you that "la fiere" is a place in the village of "St Mère" ;)
So?
Yay! clouds everywhere! it's mean we are really in normandy lol
Great JOB guys!
Looks stunning, great foliage, sky and lighting. I'm thoroughly looking forward to the next release.
Cool to hear and see that your goal is to make the environments convincing. This is really importend for my playing experience :)
Have you inquired about getting this mod distributed via steam?
Hope you guys add some life to the maps. Like birds, random deco generators in places that add leaves and such on the ground moving in the wind, smoke / fog moving in the wind.. The map looks nice but so lifeless! The static takes away from the realism.
awesome