ned's blog
El Kef (GA) 
Marko revisited his map El Kef with some nice changes for better Stopwatch play. He's modified the SW version of the map. The modifications started shortly after the maps introduction to the GameArena season 8 ladder. A lot of discussion on the maps pros and cons ended up in the GA forum. This sparked a revisit! Marko named the test versions ga_test_el_kef with the final version being ga_el_kef.


GameArena forum discussion - link -
Download latest version from server or here - link -





Changlog history:

GA test 1 release notes:
removed the first allied spawns and moved them in the courtyard, under the big woodden shelter
changed axis respawn time to 30 seconds instead of 25
added a balcony overlooking the flag courtyard to replace the house with narrow windows that was almost a dead end for allies
added a second team door for the allied forwar spawn. When the main gate blows, this provides a larger exit for allies.
enlarged the main gate access for allies at forward spawn exit. Half of the building doing the corner in that map section has been deleted
removed detail in the different critical paths to reduce congestion
removed the dynamitable wall to the command post. It's now replaced with an open door way
fixed a couple of graphical bugs & glitches
moved the ladder just above the flag, to make jumping down easier
enlarged the axis last spawn door way. It was extremely narrow, only allowing 1 player to run out at a time
moved the trucks the docs have to be taken to. It's a little more forwards now, which means it's no longer in the allies' way when they exit the forward spawn
removed the defense door to the docs. This should highly weaken axis defense



GA test 2 release notes:
texture bug fixes (e.g small doorway exit of old indoor allied spawn...)
ammo & health racks in first courtyard moved over to the opposite side
enlarged doorways after the forward spawn to make access to all buildings easier
fiddled with trigger entites to make the picking up & dropping off of the objective easier. This should avoid players needing to jump on the table / truck pick up / secure the objective.
fixed "spawning on top of each other" bug. This was just a lack of spawn entities for allies :)
improved FPS !!! (finally lol). There's still a bit of work to do on this but it's gradually getting better & better \o/



GA test 3 release notes:
fps improvements



GA test 4 release notes:
added split access to the CP for allies



GA test 5 release notes:
fixed graphical glitch found by Blackjack & Syd




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GA final release notes:
removed the dynamitable wall that leads to the command post. This seemed to slow down allies to much and let axis build the CP before any allies can even get close to it. The hallways right after that wall also devides in 2 paths to weaken the defense around the command post
changed axis respawn time to 30 seconds instead of 25
the room overlooking the flag courtyard has been opened up onto a balcony, giving a better offense to allies who no longer need to jump out of the windows to get in the courtyard
the ladder near the forward spawn flag has been enlarged and moved against the wall since many players got stuck trying to jump down
the constructible door defending the last objective has been removed, making the map much harder to defend
the hallways and courtyard just after the city main gate have all been enlarged. This will greatly reduce spawn camping abilities of axis players
enlarged the axis last spawn door way. It was extremely narrow, only allowing 1 player to run out at a time
removed detail in the different critical paths to reduce congestion
FPS have been greatly improved. In some sections of the map, they are 3 times better than SW El Kef
the allies now spawn directly under the big woodden shelter of the first courtyard. This makes them gain a couple of seconds on axis and makes it harder to spawnkill them
fixed a couple of graphical bugs & glitches
ammo & health racks in first courtyard have been moved over to the opposite side
fiddled with trigger entites to make the picking up & dropping off of the objective easier. This should avoid players needing to jump on the table / truck pick up / secure the objective.






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El Kef (SW) was played on customs night 15
El Kef (GA_test3) was played on customs night 17
El Kef (GA_test5) was played on customs night 18
El Kef (GA) was played on customs night 21

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