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Post by Zecristo on May 24, 2005 12:03:04 GMT 1
Dubrovnik is on the line of the Goldrush heritage. It's a "go through the city and steal the gold out" map with 6,98 Mb. Good care seems to have been taken as far as looks are concerned. As to playability the relatively narrow streets are liable to cause firefights of the kind we see at Goldush. The Readme file is cristal clear as to the main objectives: Dubrovnik README file
Time Limit: 12 minutes Ideal team size: 6 v 6 Modes supported: Stopwatch, Objective, Campaign
Credits:
Apple - initial concept and lots of brushwork GW - Saving Apple's lost map and preserving the bsp Vitriol - lots of brushwork and stuff Iffy - for more crates Firefly - Church and conversion of Detoeni models Deteoni - Tiger and PW222 models Cptn Triscuit - key card model Members of team Applesauce, No Remorse, Wolfjaeger, and Ride My Camel for providing a substantial amount of constructive and valuable feedback
IMPORTANT: IN ORDER FOR THE COMMAND MAP ICONS TO FUNCTION PROPERLY ON AN ETPRO SERVER, SERVERS AND CLIENTS MUST ALSO INSTALL THE DUBROVNIK_B1_ETPRO_ONLY.PK3 FILE IN YOUR /ETMAIN FOLDER.</font></b>
Objectives:
The city of Dubrovnik has been turned into an Axis clearing house for looted art and gold. A shipment of gold is being stored in a heavily reinforced church, awaiting transport to Germany. The Allied strike team, must disable power to the church, breach the front doors, and escape with the gold within 12 minutes. Any longer and reinforcements from nearby garrisons will seal off the city, making escape impossible.
Allies on offense
1. Obtain key card 2. Use key card to disable generator - this will shut power to the church vault security doors 3. Breach the church main doors 4. Grab the box of gold 5. Take the gold to the boat and esacape
Change Log:
Beta 1 to Final
Reorganized central plaza Turned axis team door thru axis spawn into a general door
First Playable to Beta 1
Reduced file size by 2.2Mb Remade church Detailed rooms Added more game status detail to command map and command map icons Added a dock_gate that server admins can enable via a script fix Added back alley to church Moved etpro shaders to a seperate file so that objective icons display on non-etpro servers
Alpha variants to First Playable
Reduced axis spawn time to 25 Reduced map time limit to 10 Made dirt areas minable Made rooftops near forward spawn slick Added vehicles for cover Added back exit (axis only) to forward spawn Moved axis spawn blobs back Blocked LOS from allied spawn to square Made church doors repairable and satchelable Made dock staircase a constructible Added some clutter and trees to map Added ladder to enable access to church annex roof Clipped off access to open ocean Moved ammo and health racks back towards the one way alley Moved key card to dock office Made the church door start built Revamped Axis spawn Clipped off roofs around the perimeter Keycard is that object with a loop seenable through the door to the right. Be advised that at first it's enclosed inside a light weapon destroyable crate. Keycard is to be brought to this power generator to shut it off. Dynamite or other explosives won't work. Dynamite is armed at the church door behind the truck. To the right there is a nice but scenic only Panzerspähwagen 222 (if I'm not mistaken). The early model Tiger tank (behind the screenshot point of view) is also nice but scenic only. Arriving to the escape boat (sounds a bit like scape goat) with the gold.
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Post by Zecristo on May 25, 2005 10:59:58 GMT 1
Industry takes us to an environment full of long straight lines. Railways, streets, telephone poles and cables, factory buildings and warehouses. All is shrouded in some fog (or maybe smog). Not so much as to cut visibility completely but enough to prevent field ops from calling artillery on distant spots and to limit sniping range. Axis in on the attacking role. First move is to repair a Jagdpanther (nicely finished in 1944 camouflage pattern, I think). There are two destructable tank barriers to overcome by means of dynamite before arriving to a bunker. The tank is to destroy it's gate and then dynamite must be used again, this time in order to open a safe where a document is to be stolen. If my german is not so bad there is a joke here because I think the document is referred to as "Culinary recipe". This "culinary recipe" must be taken into a ruined building where there's a constructible radio station and transmitted. This transmission wins the map for Axis. There are some (I think two) Allied constructibles I couldn't reach. Apparently they were in closed buildings and some trick must be used to get to them. Any ideas? Visual support: Dynamite is armed at the first tank barrier. Second tank barrier further on the street. Balcony near the center contains one of the "unreachable" Allied constructibles. Dynamite is armed at the second tank barrier. View from a fixed MG dominating the second tank barrier approach and the barely seen site where the first tank barrier was. Note Jagdpanther's camouflage. The Jagdpanther has just destroyed the bunker's gate. The final charge of dynamite is armed to crack the safe open. A fixed MG (to the left) defending the Axis radio station construction site (to the right).
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Post by Zecristo on May 27, 2005 14:35:52 GMT 1
Bergen is not a very big operations area but the PK3 has 14,3 Mb. Probably due to some eye candy included. Readme file: Welcome to Bergen by The Wolfproject Mapping Team.
www.wolfproject.net
A Multi Player map for Return to Castle Wolfenstein-Enemy Territory.
___________________________________________________________________________________________
********************************************************************************** ***IMPORTANT*** Please remove bergen_a3.pk3 if you have it on your system!!!*** **********************************************************************************
Please install by unzipping this file to C/…/Wolfenstein - Enemy Territory/etmain.
This will place the bergen.pk3, bergen_readme and bergen_pro.folder within your etmain folder.
If you wish to play this map on servers running ETPRO then please remove the bergen_pro.pk3 from the bergen_pro.folder and place it in C/…/Wolfenstein - Enemy Territory/etpro.
The map can now be run from the server menu in all game types.
___________________________________________________________________________________________
Game Information.
File name: bergen Menu name: Bergen Game types: wolfmp wolfsw wolflms. Players: 6 to 12 per team Version: Final Release: 7.7.2004
OVERVIEW:
"The Unterseebootwaffe of the 11th flotilla is harassing Allied shipping in the North Sea. As Operation Arrow descends on the Bergen area of Norway the Axis must protect the base from Allied attempts at sabotage."
Allied Objectives:
1. Protect the Armour and escort it until the Front gate is destroyed. 2. Gain a foothold in the Front Bunker. 3. Construct bridge and distroy Back Door. 4. Gain control of the Generator and repair so the base's doors can be used. 5. Set up a Command Post inside the sub pen. 6. Access the Transmitter area by opening doors. 7. Destroy the Transmitter by placing explosives in Bunker below tower.
Allied Constructions:
A. MG nest over-looking the Axis Bunker and Back Door B. Repair Door control, if the Generator is running then this door can be opened.
Axis Objective:
1. Disable or obstruct the Allied Armour to prevent it destroying the Front gate. 2. Prevent the Allies from gaining a foothold in the Front Bunker. 3. Stop Allies building the bridge and defend the Back Door. 4. Prevent the Allies from using the Generator. 5. Set up a Command Post inside the sub pen. 6. Prevent the Allies from accessing the Transmitter area. 7. Stop the Allies from destroying the Transmitter.
Axis Constructions: A. Build the Barricade to stop the Allied Armour. B. MG nest facing Front Bunker.
Notes:
The Generator is the key to this map. The team that controls the Generator, controls the doors. The doors are the only way into the Transmitter area. Each door and the pump in the Generator room have a pressure metter, if the arrow points to red then the Generator has been distroyed and the door can not be used, green indicates that the Generator is working and the doors can be used.
Disguised Covert Op's can use the back door but not the team door at the Axis second spawn. ___________________________________________________________________________________________
Bergen was made by: Detoeni.uk Grizzlybear Konigstiger MuffinMan Uberdave
We would like to say thanks to: King Lugwigs Army, The Lang Clan, Chosen-Reborn, Shit-storm and all the other folks who helped with testing. ___________________________________________________________________________________________
Please report any faults found to: muffinman@wolfproject.net or detoeni@wolfproject.net
Any comments please post at our forum www.wolfproject.net/
Hope you like it and happy hunting. ___________________________________________________________________________________________
Copyright Permissions.
ID, Activision & Splash Damage. Original game rights Original textures have been renamed and included within this file for numerous shader effects.
Authors may NOT use this level as a base to build additional level. Authors may NOT use Wolf Project Textures from this file. Authors may NOT use Wolf Project Models from this file. Authors may NOT use Wolf Project Sound Assets from this file.
You may download the Models for your own use from our site www.wolfproject.net/.
You may distribute this BSP through any electronic network, provided you include this file and leave the archive intact.Images: The strange "Allied Armor" thing used to destroy the base gate. The submarine pen with the command post partially visible to the left. The generator prior to repair work. Do remember to check your speakers volume. It makes a hell of a racket when working at full gear. The Transmitter area has been breached or opening the gate to the final objective. The Transmitter antenna. Dynamite has to be armed underground under it. Dynamite armed to win the day for the Allies.
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Post by Ricardus on May 27, 2005 17:29:43 GMT 1
The most visually stunning map I've played is called 'Cathedral' it has some excellent light/shade visuals and is very playable
Ricardus
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Post by Zecristo on May 28, 2005 11:23:03 GMT 1
Cathedral deserved appraisal by Ricardus and though I couldn't testify to the map's playability due to being alone on it the truly stunning visuals are best described only by images. And the PK3 has only 6,06 Mb... Really! Wasn't I an irredeemable atheist and I think I would kneel and pray at that Cathedral... I really felt sorry for destroying two doors to get through... Well, no readme or script I could find so here is a transcript from the loading screen: Fallschirmjaeger from Otto Skorzney's famed commando unit have captured two top secret radar modules and retreated to a nearby cathedral where they await extraction. Allies must get the radar parts back from the Axis raiding party before they are taken to Germany for analysis. The Axis must hold for 20 minutes until their extraction team arrives to spirit them to safety.And the images: Dynamite is armed to destroy the main door (see through left half of arch). In the foreground the place where the radar modules are to be brought back by the Allies. The west radar module can be seen at the hexagonal structure surrounded by trees. The east radar module can be seen at that tower left and after the tree. The constructible shown on the compass map is the command post to be. Dynamite is armed at the side door. Note the command post icon on the compass map indicating it's location behind point of view as dynamite was set on the way back from the radar modules sites. A second view of the west radar module site taken from the opposite corner. The east radar site is to the far right of the screenshot. View of the central nave. Note the very impressive effect of light filtering through vitral windows. However light should probably be colored on such instance. Health and ammo cabinets are to the rear as can be seen on the compass map.
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Post by Zecristo on Jun 11, 2005 15:46:32 GMT 1
Summer is coming all over Europe but here at this topic is always map season, and today, the fresh air of mountains and more: Glider Assault is the name of this one. Perhaps not the fanciest of maps but one which can make the delight of those who have a mind for mechanics and like to operate machines. Here's the quite extensive readme but not complete manual for this 3,29Mb version 2.1.1 file: File type Map for "Wolfenstein - Enemy Territory"
Title Glider Assault File name glider_211.pk3 Map name glider Version 2.1.1 (Created May 2005) Author 2Bit (www.tibetclan.com) Other maps Breakout, TankBuster, British Bulldog, 2tanks - available from www.tibetclan.com
Installation Put the pk3 file into the etmain folder.
The Story Spring 1943, the Austrian Alps: Allied Intelligence has reported that the enemy are developing a powerful new tank in a secure research facility. It is vital that one of the prototype Jagdpanther models be photographed for assessment.
Some Allied 'Horsa' gliders are in enemy hands and are crated in a nearby Axis outpost: capture the outpost and use the gliders to assist in the operation.
Description The Allies are dropped in by parachute and must assault the Outpost in order to gain access to the gliders crated there. They must then fly at least one glider from the Outpost to a hilltop overlooking the research facility. From there they will be able to destroy the generator, which opens the sealed door of the tank storage building.
They must steal the tank and transport it to the Outpost, where a Photo Reconnaissance Spitfire will be able to take photographs of it.
Objectives Allies... Primary Repair the Hopper Pump, to provide power for glider launches Build a glider and fly it to the hilltop overlooking the tank compound Destroy the compound generator, opening the tank security door Steal the tank and transport it to the front of the Outpost Secondary Capture the Outpost Capture the Guardpost Capture the Island Deliver both Radar Parts to the Ruins to create a spawn point there (The grille protecting the East Radar Parts is operated by a lever in the Ruins) Build the Command Post
Axis... Primary Prevent the Allied objectives from being completed Shoot down any gliders before they reach the Ruins Secondary Capture the Guardpost Capture the Island Build the Command Post Build the two tank barriers Build the Outpost MG42 Build the Guardpost MG42
Operation of Glider It is vital for the Allies to fly at least one glider to the hilltop overlooking the compound - the Generator cannot otherwise be destroyed (the Axis door to the Generator room is secure against Allied Covert Ops). Multiple soldiers can be transported in each glider.
Gliders require steam power for launching, which is only available if the Hopper Pump is operational, so this must be repaired first.
To fly a glider, any type of Allied soldier must go into the cockpit. Thereafter the glider will fly to the hilltop unless shot down. A glider can only be shot down using explosive weapons.
A glider crash can be survivable by occupants depending on the angle of the crash and what the glider collides with. Baling out is often a safer option.
There are crates for 20 gliders maximum.
Radar Parts If the East and West Radar Parts are delivered to the Ruins, an Allied Spawn Flag is built there. This is a great aid to the assault on the Generator room.
The East Radar Parts are protected by a grille. The grille is operated by a lever in the Ruins.
Operation of Nebelwerfer (multiple rocket launcher) The Nebelwerfer can be loaded from the cart adjacent to it. A maximum of 6 rockets can be loaded, but it can be fired when with less.
The rockets are not 100% accurate, so the more rockets fired at one time, the greater the chance of a hit. 2 hits will down a glider.
The cart can be resupplied by an Axis Field Ops. When resupply is possible (the cart has less than 6 rockets in it) a red triangle illuminates showing where the Field Ops must stand to resupply the cart. The Field Ops can resupply one rocket every 9 seconds.
Resupplying the cart is possible when the Nebelwerfer is firing, but otherwise only one action can be performed at a time.
Spitfire The Spitfire will fly overhead when the tank passes the Guardpost, and then await its arrival at the Outpost.
ME109s An Axis Field Op can call in ME109 airstrikes on the tank. To do this he must approach the radio in the Outpost any time after the tank has passed barrier #2, and before the tank reaches the Outpost. The ME109s will drop HE bombs, deadly to the tank and any escorting infantry.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision for the best (free!!) game I've ever played. DaBoy for prefabbing the Axis barracks for me. Drakir for various excellent prefabs. Iffy for the Nebelwerfer model. TibeT Clan for support, gameplay ideas and beta-testing.Of some more features I will try to show you something: The Hopper pump after a fix. Riding the tram to the Outpost and the Glider crates. Keep out. Glider under construction. Constructed Access Ramp from the Hilltop where the Glider lands down into the Generator Room. Inside of Generator Room. Compass map indicates the Generator as being satchel destroyable. To the right the Tank Garage. The gate automatically opens upon destruction of the Generator. Look out for the gas drums. They explode when shot. To the left the First Tank Barrier. Command Map. In case you're not a guesser there are written hints popping up at given places. Here near the Axis Radio. And here near a ridge dominating most of the map. Seems the author doesn't fancy sniping. Any Covert "camping" at the ridge is automatically blown to pieces. And last but not least the Nebelwerfer. Loading instructions. The Nebelwerfer fully loaded. The Nebelwerfer being fired. Following the rockets arrival with the binoculars. Version 2.0.0 lacks most notably the Nebelwerfer and possibly a few more features. Version 2.1.0 (aka bunker glider) is virtually identical to v2.1.1 Version 2.2.0 includes a small building between the Hopper pump and the covert ops ridge containing the hint icon. Allies now respawn over it and fall to it's roof.
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Post by Zecristo on Jun 11, 2005 16:18:22 GMT 1
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Post by Zecristo on Jun 12, 2005 12:48:19 GMT 1
It's Goldrush time. Today a double issue with two "Goldrush 2" variations. No readme this time, only some comment aided by images. Goldrush 2 FK Beta 1: A doorway near the fruit cart? Where can we go from there? One way goes here to the Second Tank Barrier MG, ooops! Where is the MG? Or we can get to that building with the ladder between the First Tank Barrier and the bridge. Where's the door that used to be there near the health/ammo cabinets? The one on the left. Well, on the other side I found myself near the Bank's side wall. There is also connection to the Square MG spot, only the MG isn't there either. What's that opening behind the gold? Just a ladder to a pair of narrow windows overlooking the Square and an inner balcony all around the Bank. Comment: This seems to be thought to make things easier for the Allies. The Axis is deprived of it´s two fixed MGs, and the Allies have one more way to approach and leave the Bank. But my theory remains unproved and only playing on the map will tell... Goldrush 2 WS: First thing I noticed when I spawned! The Truck is already here? Yes, the Gold must be brought here on foot! The Truck Barriers were eliminated from the map. The same door as in the previous variation has a trick. This time it starts as a teamdoor but later, after some event I couldn't determine, turns into a normal working door. Nevertheless I got inside the bank using this door near the Square MG. And later used it to escape with the Gold while taking the screenshot. Through a small tunnel network we can reach an alternate Inner Door to the Bank and dynamite it. And/or climb the ladder into a balcony stretching all around the Bank's inner perimeter, and down again into the Bank's floor. And so the dynamite can also be armed from within the Bank. Escaping with the Gold through the former (right) teamdoor to the Truck. Comment: From the visual point of view there are some textures changed throughout the scenery buildings and light is considerably brighter. The gameplay concept seems to me more difficult to define than the previous one. Axis retains the MGs but in fact has to focus on fiercely defending the Square MG because the door next to it can give the Allies the possibility to lay off the tank altogether. The changing in the Truck's position creates a shift in escaping and counter escaping strategies. Allies will have to run instead of escorting the truck and/but will have an additional escape route. The Axis Engineers will face two less Barriers to construct, enabling them to concentrate on the other two and fleeing Allies can no longer take cover behind the Truck, but will this pay enough. I confess I'm completely puzzled about it and only playing will put the pieces togheter...
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Post by flying on Jun 13, 2005 15:46:59 GMT 1
Talking about changing of the seasons this next map I'm going to turn into a quiz. Just look at the pictures and tell me what map is this... [...] How many screenshots did you take to remember where you are? Well, I had been tipped-off beforehand to the existence of this particular version, and therefore I should have been able to recognize it without a doubt by the time I saw the 2nd screenshot. But, to be perfectly honest, and although I knew the answer beforehand, I had a hard time making a positive identification. I think it's the mountains standing out in the back that make it look so different, or perhaps it's just the fact that the textures and colours are so different. As it is, it was only by putting together bits and pieces of all 5 screenshots that I could identify it without a doubt.
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Post by Zecristo on Jun 13, 2005 16:48:22 GMT 1
As the zombie says: - Send more Goldrush! Two more alternate views of that classic. Return 2 Goldrush: Allied respawn is located on a new part of the map. It is beyond the wall opening left of view. Near the center a dynamitable gate and a teamdoor (behind the truck). To the right a staircased detour leads also to the rest of the map (off view). The detour end (left of view) leads to the fruit cart and from there to one more passage through a building (right of view) leading down to the "West Bunker" where there is a flag respawn point. Behind view there is a gate and the square from where the tank starts was cut off the map as well as the original first respawn points. The Command Post has been moved inside the lighthouse. No access to higher parts. Two solutions for shutting off the way into discarded parts of the original map. This is the staircase that led from/to the Command Post archway. Second Axis respawn at this building named Offices. The first is located on the "West Bunker" near the original Second Tank Barrier MG. Note the Truck's escape route is blocked. All the escape route part was cut off the map. The original second Axis respawn is fitted with ammo/health racks. The balcony near the lighthouse now leads to this building where Allies have to bring the Documents and Transmit them to win. Comment: Map Engineers have not been idle here. A good part of the original Goldrush was cut off and some new one was built on the opposite extreme. Some building interiors are now gameplay area. The mission is now of the "Steal and Transmit the Documents" type. The moving vehicles, constructible Barriers and fixed MGs were also cut off. The result appears to provide for quicker and simpler gameplay. Player Engineers are left with a very limited importance here. Apart from one Gate the Allies can destroy, only mine laying remains for them. Super Goldrush Final: Readme is: ---SuperGoldrush_Final--- goldrush made by SplashDamage/ID Software/Activision and only MODIFIED by NullZilla. I take no credit for making this map I have only modified some of it for FuN play!! Email = NullZilla0@hotmail.com All new (non ET) textures/shaders (except the goldbar texture) I have made. If you want to use them just give me credit and you can. --------------------
What's new in this version (SuperGoldrush_Final, the prettier version):
• The starting time limit is now 8 minutes. When the Allies steal the tank, the time limit will be extended to 20 minutes. When the tank gets past the first barrier, the time will be extended to 25 minutes. When the tank gets into the bank courtyard, the time limit will be extended to 30 minutes. This makes it for the Allies have to steal the tank quickly, but once they get it in the courtyard they have much more time to get the gold. • Tons of things are now buttons you can press, and something (funny) will happen. See something that is by itself, or something that catches the eye? Try going up to it and pressing activate. Something might happen! • Allies can flood the bank by pressing a button in the "Control Room". They can only press this button every 2 minutes. Flooding the bank will kill most people inside. Although this will kill people inside, while the bank is flooding no one can get into the bank. So use it when the time is right. Only Allies can press this button. • Allies OR Axis can kill people in the bank entrance by pressing a button in the "Control Room". This will make a few spikes drop down from the ceiling killing anyone in their path. This button can only be pressed every 60 seconds. • Improved lighting • New textures in a few places • You can now plant landmines on the bridge. • There is now a room up high I now dub "the control room". Inside is a table and when you press a button a few special things will spawn on the table. There is also monitors there showing different parts of the bank. Also there are now buttons there that activate traps in the bank and you can see the traps in the monitors. (Great Fun!!) • Most chicks taken out due to request by a few servers that wanted to run the map. In place of them are either new passages or new pictures. • Easier to get inside the bridge • MG nest by the 2nd tank barrier has been re-made • A few buildings taken out • Even MORE rooms and paths • All bugs fixed (I Hope, since this if the final version and I won't be able to fix any after this) • Tons of useless "decorative" structures removed to speed up compile time and to better FPS. • Tons of stuff now caulked, even more caulk then the original goldrush so FPS *should* be better. • Almost every clip (prevents people from walking or flying somewhere) removed; except for ones that are nessesary, like on stairs. This will allow you to go almost anywhere you desire but the downside is if you go up too high you will see much of the map invisible due to caulking. • I included the .map file in the pk3 if you want to see how anything is done. I thought, well if the original goldrush is going to be open source then why not SuperGoldrush? Feel free to use anything I made in it as long as you give me credit in your readme (like I am giving credit to people).
Known Bugs:
• There are a few spots in which the FPS rate drops low. I have tried everything possible and no matter what I do this is not fixed. • In one of the hidden underground tunnels, there is a spot that has a hall-of-mirrors effect. I have no clue what the heck is causing it. There is nothing there at all except what should be there. • When the bank is flooding, if you are behind the bank and look up you can see the water rising into the air. LOL. • When you flood the bank the announcer says the bank is flooding TWICE. Don't know why it does this it should only play once.
What was new in the previous version (SuperGoldrush2, the funner version):
• That middle tower thing is now hollow on the inside and you can climb up it. • New spiral stairs in the bank • New air vent in bank • More tunnels with a few surprises • A teleporter somewhere in the caves in a hard to get to spot that teleports your right behind the bank. • Many more rooms and paths • A few bugs fixed • New Lights in some of the darker rooms • An even more efficient map which will give you lower FPS then even the original goldrush • Better lighting even more then the original goldrush • Slightly more efficient scripting here and there • More realistic placing of the ambient music in the map (pvs) • Allies can dynamite a "back door" in the bank to get the crates and escape easier. • After truck reaches final spot game waits a few more seconds then normal before ending. • New sniping spots • You can get INSIDE the bridge and shoot from there. • Random decor here and there. • New underground tunnels • Even more stuff I can't think of right now
What was new in the first version (SuperGoldrush, the fun version):
• More rooms than original goldrush • Some clips removed • Better lighting • Some fun things like "you are an idiot." • New paths • Underground tunnels.
-------------------- Hints, Tips Tricks, and more:
• The "Back Door" in the bank can be dynamited from the inside by allies. And the bank can be flooded by allies by pushing a button.
• People say Oh great just what goldrush needs, more MGs for axis. This map maker is a moron. But little does this idiot know, the allies can use these MGs as well . Infact the new MG near the original axis spawn is useful for raping the axis as they come out of their spawn. Also to stop axis from getting to the tank allowing allies to repair it.
• Second balcony on bank does make getting the gold harder. This is why I made a back door the allies can dynamite to get the gold easier and escaping easier. Though some may argue dynamiting this door will even be harder then just grabbing the gold and running, what it does do is distracts the axis's attention from the gold. While they are disarming the dynamite, grab the gold, and vice versa.
• The new up-high sniping ledges are there for a reason. Use them.
• Crouch and get into a window and shoot from there. Chances are the enemy won't see you, and even if they do it will be too late.
• Somewhere in the tunnels there is a teleporter that will teleport you right behind the bank. Though this does come at a cost as getting to that teleporter you will be injured. So Guess what, there is health and ammo cabinets right by the bank. Use them.
• Explore the map before playing seriously. There are so many new camping spots like in the tall tower. It's there for a reason, use it!
• MGs can be damaged with bullets and even a knife. Is that second MG making getting to the tank hard Shoot it (with the tank's turret) and make 'er smoke!
• USE THE NEW PATHS!
-------------------- FAQ:
Q Why did you make a SuperGoldrush map
A Well I'm a big goldrush fan. I like the map. I really hated how you couldn't get on the second floor of the bank, and the dev's putting clip brushes in dumb spots like on the middle tower thing. So I thought, hmm why not expand a few things. Like more rooms, a few more MGs, more health cabinets where I think they are needed, and more. Originally this map was just a private map for my clan for us to play on (hence those posters in a few rooms which have members' names on them). I never expected it to be leaked to the public and submitted to various map sites!
Q I really like the shaking effect your screen does in **EDITED** spot. How was this accomplished
A With a target_rumble. I included the .map file in the pk3 if you want to see how anything is done. .maps open with gtkradiant/qeradiant
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---------------------- Thanks to
• Drakir.tk for the healthammo cabinet prefab. Not that I couldn't make one myself, it's just much quicker to load a prefab rather then creating multiple trigger brushes and models
• Hummer for the gold bars prefab. Again not that it is hard to make square objects colored gold, it's just so much quicker with a few clicks of the mouse to load a prefab up. I really liked hummer's gold texture anyway.
• Bubba for the Shiva (which I heavily modified)
• SplashDamage/ID Software/Activision for the original goldrush in which I only modified and take no credit for.
Images (and not sound (un)fortunately): Right next to spawning I got the first shock. A nightclub sort of building with a horrible "techno, hip hop, acid" wathever soundtrack. The kids are gonna love it. Not me... First floor of the joint where people are invited to press a pannel for this result. An MG as the former fruit cart facing the Tank's starting off point. The almost closed gate (behind view) bottlenecking first access to the Tank was discarded. A sample of interior deco sensibility. Ladder leading to the Control Room. A view from the second floor of the lighthouse. Most notable feature is another fixed MG on the balcony facing the tank's approach. Apparently no further progression up the lighthouse is available. More interior deco sensibility on a room at the other end of the same balcony. The structure to the left I dubb a "watertower". We can go in and swim up although I couldn't ascertain a purpose to it. The name seen is of the author of the map modification. A view of the Bank Square from... inside the bridge. That statue fountain has a sort of lever placed at a given anatomical part that causes people to chute down and then up a number of brightly colored rooms ending on a pool at the back of the Bank. I guess it's what's listed on the readme as the "teleporter". Inside the bridge there is an array of game weapons available for players who may want to change weapon without passing through limbo. Inside the Bank, at the balcony, over the Gold. Between those two fluo blue bars is an area that can be dynamited only from inside the Bank in order to open a more direct access to the Gold. Inside the Control Room. The white bit is a reflex from the surveilance screen showing the Bank's doorway. To the right three buttons. The "Flood the Bank" button. The "Spike Trap" button. The "Special" button which produces on a table a Turkey hot meal (reminiscent of the good old RtCW's hot meals) and two Soldier "super weapons", namely super flamethrower and super panzerfaust consisting on rounds being extended to 9999. Comment: At this point I feel I should just say no comment. But I haven't shown all in the sreenshots and I cannot show you sound. Though all the area of the original Goldrush is there, extensive and intensive modifications greatly altered the look of the map and most probably rendered gameplay unrecognizable. If they left any gameplay at all. A considerable amount of buildings of various sorts were opened to players and in some cases linked by passageways. The inside of the bridge is a paramount example with a passageway leading apparently to a sort of secret compartment defended by revolving toothed weels. On the passageway a sort of scarecrow figure appears suddenly producing a horrifying sound that wrinkles my brain every time I hear it. All in all I think there are some good ideas here but the changes are just so much and many amount to so few gameplay benefit that I consider the map is probably unfit for playing Enemy Territory although it may be interesting for players to discover all it's tricks and corners. After seeing this map I wonder if the author would not consider changing name to Nutzilla. Believe me, there must have been LSD involved...
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Post by Zecristo on Jun 15, 2005 17:51:21 GMT 1
To end this Goldrush cycle two more samples of Goldrushishness, namely: SW Goldrush: The readme file is accurate and compact: PUR3MAP ARCHIVES OF AMERICA
================================================================ Title : sw_goldrush Date : 4/Jan/2005 17:06 pk3 name : sw_goldrush.pk3 Filename : sw_goldrush.bsp Authors : RivrStyx(mapping) & kNoX (Ideas) Email Address : mailto:rivrstyx@planetquake.com Web : www.planetquake.com/pur3maps - www.team-resurrection.net - as.clanbank.com/ Description : sw_goldrush competition map
Additional Credits to : id software and Gray Matter
Beta testing:
================================================================
=============================================================== ***Changes in beta6 after play testing*** 1. Command Post moved to ladder room near bridge. Allies can spawn forward if CP is built and after tank blows bank doors. 2. The 2nd Tank barrier and 2nd Truck barriers removed. Tank barrier #1 still in place and Truck barrier #1 is where tank barrier #2 was under bridge. 3. Stationary MGs near bank and behind bridge removed. 4. Tank run ends on bridge and blows Bank doors. Added an outcove/overhang area for tank to turn in to blow Bank doors. (After tank blows Bank doors the next time tank is damaged its no longer repairable as this would slaughter the Axis) 5. Only one gold crate needs to be secured in truck. 6. Truck is indestructable. Its been moved to a spot behind the bridge near ladder room stairs where 2nd tank barrier was. Its runs under the bridge and makes a right turn at island in front of bank and continues on its original track. This will give the Axis a last ditch effort to stop the allies. 7. Broken Patio added at tank depot main door to keep mines from being planted in doorway only. 8. Timelimit shortened to 15 min. 9. Un-openable door by old stationary MG & old truck spot on side of bank in arch now gets blown out by tank blast also. 10. Tank and Truck speeded up to 1.25 b_moverscale. 11. Target Locations added and works with version 3.1.8 of etpro and above. 12. You spawn at a new Forward Spawn if CP is built and bank doors are blown. Both must be done.
******** Play Description *********** SW_Goldrush
// Axis Objective Descriptions 1 "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot." 2 "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it from reaching the Bridge outcove." 3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors." 4 "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault." 5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck behind the bridge." 6 "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Ladder Room." 7 "Secondary Objective:**Set up a Command Post inside the Ladder Room."
// Allied Objective Descriptions 1 "Primary Objective:**Steal a Tank from the Axis Tank Depot." 2 "Primary Objective:**Protect the Tank and escort it to the Bridge outcove, clearing any obstructions along the route." 3 "Primary Objective:**Escort the Tank into position on the bridge to blow the Bank Doors open." 4 "Primary Objective:**Steal the Gold crate from the Bank Vault." 5 "Primary Objective:**Escape with the crate of Gold using the Truck behind the bridge." 6 "Secondary Objective:**Establish a Command Post inside the Ladder Room" 7 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Ladder Room."
- Construction -
Base : ETs Goldrush map redone for competition stopwatch play Editor(s) used : GTKRadiant Known Bugs : None.
- Copyright / Permissions -
This level is (c) 2004 Dan Dorn. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not Redo/reproduce/update this map in any way without permission from the author.Not much remains that's really worth showing by image: The Broken Patio designed to help Allies reach the Tank by pushing Axis mine defense back. The Command Post at it's new central position. A shift in the map's "gravity center" may be expected. At the bridge outcove while Tank destroys the Bank Doors. Tank drive was cut short. The new only Truck Barrier and the new Truck starting point. Less Barriers but more Truck drive. There is a te (tournement edition) but I could not identify any significant difference. While not changing much the visual side of the map gameplay time has been cut to half to balance for the"aid" that has been given to the Allied team by shortening some distances and removing some obstacles and one of the two objectives. Thus we probably have here a good option for those who like Goldrush but sometimes get bored of running time on end through almost all of the map to get to the objectives (while on Allied team). Or only to get killed. And last on this Goldrush cycle the more twisted variation I've seen to this day. Imagine you put Goldrush facing a mirror. What would you obtain then? That's right, it's the... Inverted Goldrush (Beta 1): Unfortunately there were two or three spots on the map where I stumbled on something invisible or "walked on air". Some of the doors and fences need a fix for visual comfort of the players and the Truck became somewhat spectral (you can go "inside" it). If the author will fix those features on a Final version we will get precisely Goldrush but with all turns to the contrary side you're all used to. !ti yrt tsuJ ?desufnoC Readme file just for the record: ------------------------------------------------- Basic Information ------------------------------------------------- Designer : Email Address :
Map Maker : Nocturne Email address :
Clan Site :
------------------------------------------------- Map Information -------------------------------------------------
Game : Return to Castle Wolfenstein: Enemy Territory Title : Inverted Gold Rush Filename : invertedgoldrush_beta.pk3 Version : Beta Release date : 05/23/2005 Decription : This is the stock Gold Rush map that has been taken and 'inverted' so it plays 'backwards' in a way
Installation : Place the .pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map invertedgoldrush_beta
---------------------------------------------------------------------------------------------------------------------------- Testing ---------------------------------------------------------------------------------------------------------------------------- # This should be a final version with all known bugs worked out! forward spawn points should now be working correctly!
-------------------------------------------------
Copyright © 2005 This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.
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Post by Zecristo on Jun 16, 2005 19:43:11 GMT 1
Zuk 19 Radar Beta 2 is the subject of this post not because it's a worthwhile investment but because it may shed a little light on some claims stated at this PLC forum by a character that signed as "Opinionman" that our Ironman had turn to him in desperation for guidance on how to make maps. The authors of Zuk 19 are listed as "Ironman and Deamon". Here is some visual backup: Hello God! Are you there! God was merciful this time and wrote a note on that door informing it was "destroyable". Two well known instruments of God's will. This Zuk 19 Radar seems to be the final objective but the game didn't end after I sent it to it's God. Oh my God! God help us! The map is very small, there are no command or compass maps, there isn't apparently way to win, and no readme to help us find out what it's all about. Even by Beta 2 standards those are not very good indicators. Even if it was by any chance the work of our Ironman I don't think he would ever consider it more than an early experience on the way to serious work. Either "Opinionman" really didn't help "Ironman and Deamon" at all, or he did help but the result was not what he wanted, or was it. Or the third way, there are more Ironmans about than meets the eye...
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Post by Zecristo on Jun 17, 2005 14:43:58 GMT 1
2Tank is another ingenious map by the author of Glider Assault. Although the background history does not seem very realistic and the same goes for the distribution of the various map elements, gameplay will probably bring original challenges. So original as some features on the map. The size of the PK3 file can be a bit discouraging. 18,5Mb. The Readme explains the principle: File type Map for "Wolfenstein - Enemy Territory"
Title 2tanks File name 2tanks_151.pk3 Map name 2tanks Version 1.5.1 (Created May 2005) Author 2Bit (www.tibetclan.com) Other maps The Breakout, Glider Assault, TankBuster, British Bulldog - available from www.tibetclan.com
Installation Put the pk3 file into the etmain folder.
Description Both teams have the same objective: Get 3 fuel cans of fuel from the Fuel Dump to your team's tank (Jagdpanther for Axis, Churchill for Allies) Get your tank to the Fuel Dump before the enemy gets his there
If the time limit expires the winning team is the one which has made the most progress with their tank.
Game features The ambulance truck dispenses first aid when it stops by the rail track. Once a tank starts moving the ambulance will return to the Fuel Dump and stay there. At this time it becomes possible to build the tank barriers, which are located just outside the Fuel Dump.
Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous.
If your team has at least one Command Post built, it enables fire support from your tank: that is, your tank may fire at enemy troops in its path while on the move. The tank will try to avoid inflicting casualties on friendly troops but this cannot be guaranteed.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision. Drakir and Iffy for various neat prefabs. Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files drawn from the excellent Market Garden and Normandy Breakout maps. Amethyst7 for his great skybox. TibeT Clan and TG Clan for invaluable testing and feedback.Screenshots (though this map would be much better shown on film): Each team has a starting base. Upon first spawn a yellow letter message appears directing newcomers to go upstairs into this room where you can see written information about game objectives and features when you approach the various boards on the wall. Don't let it go cold! I don't think it works but as I know at least one jeep nutcase... The Command Map showing the 2 Tank paths in red for Axis and Blue for Allies and other common features. Also shown indication for recommended minimum number of players. Right outside the two starting bases there is work for the Engineers. The 6 fuel jerry cans are all in two locations of a single room not very far from the starting bases. Again a color code is used to distinguish fuel for both sides. The fuel must then be carried on foot across almost all the length of the map into the two opposing tanks. Armour must then be taken back to the fuel base before the enemy does it in order to accomplish mission. But not without a midway complication. There is a railway line cutting the map in two. These levers must be manned in order to open two track switches, one for each tank, but the rooms where they are can be protected by an Engineer constructible Barrier. The Ambulance Truck. Hopping on the back of this truck when it stops at the railway line refills health bars. Wandering about a structure near the tanks called V1 base I randomly pressed use on this control board and for my astonishment I got this message. Hurrying up into open air I still managed to get this view just before the faulty rocket plummeted into the railway line.
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Post by Zecristo on Jun 19, 2005 13:33:06 GMT 1
Breakout 2.0.0 comes from the same author as 2Tanks and Glider Assault and keeps up with those maps high quality standard while presenting us a compact 2,21 Mb PK3 file with a compact scenario that seems to be playable by even very small teams. Every effort was made to take advantage of every bit of area but still most of the time you don't get the feeling you're in a small map. The Readme is also compact but lacks no essentials: Identity : Map for "Wolfenstein - Enemy Territory"
Title : The Breakout File name : breakout_200.pk3 Map name : breakout Version : 2.0.0 (Created May 2005) Author : 2Bit (www.tibetclan.com)
Installation: Put breakout_200.pk3 into the etmain folder.
The Story : 1944, France, soon after D-Day. A company of Allied soldiers are trapped by superior Axis forces near a french village. They must salvage a tank from the depot, force their way through the village and escape along the railway track.
Description : This is a compact map, with the action focussed around the railway bridge, but the environment is very open allowing plenty of choice and scope for tactics. All the buildings can be entered.
Objectives : Allies... Primary - Repair the tank and escort it across the railway bridge Secondary - Build the command post Build the bunker MG42 Prevent the detonation of the UXB while the tank passes Build the Embankment Assault Ramp Capture the Shack, for an additional respawn location Capture the Bank, for an additional respawn location Axis... Primary - Prevent the tank from crossing the railway bridge Secondary - Build the command post Build the two tank barriers Build the foot tunnel door Detonate the UXB when the tank is nearby Build the secure door to the crypt to protect the command post Capture the Bank, for an additional respawn location
Note: there is an unexploded bomb in the street beside the ruined terraced houses. It will damage the tank if detonated while the tank is nearby; it will also kill any nearby personnel not sheltered by masonry. It can be detonated by Axis players with a grenade or better (but not dynamite), but Allied players can only detonate it with a satchel charge.
Gamemodes : Objective, Stopwatch.
Thanks : Splash Damage and Activision for the best (free!!) game I've ever played. Iffy, Marko and Surface for their helpful tutorials. DaBoy for prefabbing the cottage, shack and church for me. Drakir for the motorbike halftrack prefabs. TibeT Clan for beta-testing and making gameplay tweak suggestions. Many other sources of info on the Internet whose names I've mislaid.Some images: Spectator view from one of the corners. After repairing the tank and building the Command Post Allied Engineers are left the task of building a fixed MG to support the Tanks' exit from it's starting bunker... ... and the Embankment Assault Ramp granting access to the railway bridge platform through which the Tank will complete it's course. Note the "wooden" Shack that allows a forward respawn. Visible on the foreground is the site for the construction of the Axis First Tank Barrier. Barely visible upward is the site for the second one. The Tank has just passed under the railway bridge. View of the sole street of the little village showing the Unexploded Bomb site marked by a small barrier over an earth mound. The tallest building to the left appears to be the Bank. An Axis SDKFZ (sonderkraftfahrzeug) armed with a usable MG42 is poised at the end of the street ready to unload a hail of bullets upon the unsuspecting Allies passing between the Bank and the Church. Axis can make their Command Post at a crypt and secure it by means of constructing a crypt door. At this point the Tank has crossed the whole length of the map and is now going back up a ramp leading to the railway bridge and a map win.
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Post by Zecristo on Jun 24, 2005 10:40:25 GMT 1
Supplydepot3 is a slightly modified and winter version of the one on the PLC server. The PK3 file has 4,61 Mb against the 3,30 Mb of the version in use here. The Readme lists the modifications: *********************Supply Depot 3********************* !!Best & intended appearance viewed when played at the brightness level suggested!! !!on the brightness calibration screen.!! I focused on this point to ease the pain on my ears from those who complain about night maps and not enough brightness.Argh-they're never happy.hehe _______________________________________________________________ Original Map Author: Ginc Secondary Author/modder: EB EMAIL: etmaps@gmail.com
Supplydepot3 map for Enemy-Territory To use: Place the .pk3 file into your etmain folder. _______________________________________________________________ **Changes** Winter look w/ some slight cave brush-manipulation & surfaceparms for steps added to ground level shaders. Changed crane controls and moved them so they are no longer able to be satcheled through the wall scripting fixes added Back window by crane is larger to see through but plated with glass Truck must go slightly further into the garage that has been added
**Added** Health and ammo cabs @ command post ( when allies construct ) Axis 2nd spawn rear exit building for aesthetics spotlights a garage - winning allied truck exit allied 1st spawn now contains an mg nest 1 new sound file for the radio @ flagged checkpoint binocsimple shader remapped to infrared-type focal [other small changes may have been forgotten to be flagged here]
______________________________________________________________ **THANKS**
Thanks to Ginc for letting me make this version. Thanks to Mortis for a couple of things; the attention to fixing the old scripting bug & for allowing me to contact Ginc for permission to re-make this map with alterations and the script fixes. The guys @ ET.com/forums that discussed this map's problematic things with me (otherwise I would have never moved the crane controls + other things) Splash Damage id q3map2'makers all else involved in the game's creation & Anyone else I may have forgotten. _______________________________________________________________
Visit some good links:
www.splashdamage.com and come into the mapping forums www.enemy-territory.com and come into the mapping forums
Beginning mapper tutorials on my page @
home.earthlink.net/~et_tutorials/
_______________________________________________________________
Copyright © 2004 This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.And I show some of them: The Allied respawn constructible MG. The CP Ammo/Health racks. Crane Controls new look and position. New wire reinforced glass window on the Crane Controls room. New outside ladder design including security grid at the top (no more falling off). The Truck now finishes it's way behind the now open gate.
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Post by Zecristo on Jun 25, 2005 13:26:35 GMT 1
Apennines Research Beta 2 is one of the oldies. One of the forty odd I already had before I got to PLC. Now they are about tenfold that number. Even at the rate of one review a day I will take more than a year to show you all to you and more are available almost every day. Apennines Beta 2 PK3 file has only 3,36 Mb. Gameplay area is not large, the width especially contributing for that. Perhaps that is the chief reason why time was set for 15 minutes. Readme: ****** Apennines Research By: Jacques "Mlehliw" Kvam ******
Changes from Beta 1 ------------ 1. No more spawn bugs! Yay 2. Fixed that damned terrain. It shoots up snow and lets you lay landmines. 3. A little brushwork here and there.
Story ------------ 1944. In the Apennines Mountains, located in central Italy, the axis have construced a remote secret research laboratory. Through covert operations allied forces have gotten wind of this operation. They have inserted troops in the immediate vicinity of the facility. Carnage ensues.
Installation ------------ Extract the pk3 out of the zip file, put the pk3 into your etmain folder.
File Info ------------ This is a beta map of Apennines Research It will only work with Enemy Territory Build Time: Approximately 1 month Compile Time: About an hour
Other Readme Crap ------------ If you have stuff to criticize about or just want to tell me what a swell guy I am for releasing this beautiful map for your playing pleasure, email me @
jwkvam@phreaker.net
If you really want to you can visit my site jacques.curvedspaces.com/et.html I don't really use or update it but you can still go there if you really want to.
Thank You's ------------ I spose I should thank some people Splash Damage Forum People: I know I couldn't have finished my map without you guys. Draker: For releasing that awesome collection of prefabs All the people who gave great feedback to me.Now let's see something out of it: Getting upstairs after Allied first spawn there is a Window MG to build. Getting outside there is a Cabin MG to build. Both MGs to the effect of covering Allied advance on the Axis Garage. To enter the garage Allied team will have to resort to Engineer work unless they have a disguised Covert Ops. A neutral Garage Roof MG allows either the Axis to pin down the Allies at the Cabin or the Allies to cover their exit from the Garage. In the Garage first floor there is a satcheable Generator. Destruction of the Generator causes a barrier to lower revealing an alternate route into the Axis Complex. A Footbridge can be constructed then. Next remains the task of applying dynamite to the Cellar Entrance to get in the Complex through the side. The alternate route may be a good idea because the main one leads to a very exposed construction spot. Incidentally, Axis defending the Garage will have to keep an eye on this spot at their backs because the Allies can follow a path left of their Cabin bypassing the Garage and leading here. One of the reasons the Allies may want to go around. The Axis can build a Complex Roof MG tower commandeering the Main Bridge construction site and it's approaches. On the side and inside the Complex the Axis is not entirely toothless either. They can build the Cellar MG. After overcoming all previous obstacles the Allies must get inside the room where their target is. There are several entrances all protected by infrared grids (?). Going through them switches them off but sets on a sound alarm (but dyna packs don't). The Axis can reset the grids by means of a button located on this level from which the screenshot was taken. All that remains now is to see that dynamite does it's work on the Axis Communications Radio.
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Post by Fibremat on Jun 25, 2005 19:22:08 GMT 1
Nice work you have put a lot of time and effort into it.
There are some great maps out there but they are only fun when played with a good team and lots of team work.
There has not been many people on lately to try things out, must be the Summertime thing.
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Post by Zecristo on Jun 27, 2005 10:06:30 GMT 1
Meteor aka Nazis in Space was my fastest map review ever. You could expect speed from a meteor but not that much speed. In spectator mode you just see an "orbital station" with a structure venting some gas like if it was 1 atmosphere pressure, softly swirling instead of just hissing straight into the void. But the "better" part came when I pressed L, selected a side and a class and got out of the game with an error message "can´t find spawn point". I mean, if there is no spawn point how could I destroy the three "Radar Panals" listed as objectives on the loading screen? So don´t, just don't, spend any time and traffic (if you have limits) downloading these 2,82 Mb. Readme: there is no readme Screenshots: I leave one because I fancy astronomy.
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Post by Zecristo on Jun 28, 2005 12:08:53 GMT 1
Battery Vara 1.2 Final is a big area map. PK3 filesize is 16,8 Mb but I cannot say they are wasted Mb. Wolfenstein City recommends from 12 to 24 players for this map. I think it'll be difficult to handle for just 12. Especially the Axis team will have to spread it's defense too thin. The Readme (possible) english version tells the essential tale and states there is a limit for the number of custom maps on ETmain folder: English Version:
// scenario information The Allied landed at the beach of Norge by Kirstinensand.They have Order to destroy the Big-Gun of the Battery Vara ; steel the Gold at the Ammodepot and drive it with the truck to the beach. The Battery Vara is real.It was build by the Axis during the WWII and the Big-Gun´s are the same gun´s that are on the axis-ship Bismark.The Gun was build by Krupp and have a 38 cm kalliber (14,8 inch/zoll like the gun´s at the US-Iwoa).The Norge-Army use the Gun´s after the WWII and now the Battery are an museum.
------------------------------------------------------------------
// Axis Objective Descriptions
Prevent the Flag at the Beach-Bunker and don´t let the allies catch the Flag prevent the Big-Gun. prevent the Gold and don´t let the allies drive the gold to the wooden house at the Beach build the Beach-fence 1 +2 and the MG´s build the commandpost build the radar-controls prevent the side-entrance build the truck-barriers
------------------------------------------------------------------
// Allied Objective Descriptions
Capture the flag at the Beach-Bunker to get new spawn-points destroy the Big-Gun Steel the Gold and drive it with the Truck to the wooden House at the Beach. Build the commandpost and you get spawnpoints there build the Beach-MG destroy the Beach-Fence 1 +2 and the Axis-Mg´s destroy the side-entrance destroy the truck-barriers
If the map don´t start,maybe you have to much customs-maps at the etmain-file. earse some and it will start. if don´t start, set hunkmegs to 98 or higher.
Good luck, many fraggs and enjoy the map
for questions mail to asw@epost.de .please
-------------------------------------------------------------------
contact me: #level-designer [Qaukenet]
mail: as-w@lycos.de
visit my page: www.as-w.de
visit the clanpage: www.egnclan.de
visit the best editing site: www.level-designer.de
Copyright © 2004 by asw and the owner of the parts i´ve use in this map. all rights reserved What shows: The Command Map. Down is a bunker with Ammo/Health racks. To the left the way to capture the West Bunker Flag and a new respawn point. Allied West Beach MG Nest. The East one is pre made. The dark patch appearing under the construction flag is a foxhole. Axis East Beachbarrier. Axis North-West MG Nest. Almost directly behind the Axis West Beachbarrier. If I got it right Allies must eliminate all of the destructibles before they are allowed to carry the two gold crates to the truck. The Gun Controls to the near center. Go to upper floor of gun turret and plant at the right side of the gun barrel. The Side Entrance to the far left. Radar Bunker Wall to the far center; actually not far behind the gun turret. Before and after. And Fence to the far right. To get to the Gold follow the signs. The Gold is in a jail? So it seems! Get it to the Truck. Note that Truck is visible because the door is open. More Axis construction sites are the Radar Control inside the Radar Bunker. The Axis North-West MG Nest over the Truck's garage. Access through the Funkraum (radio room). In fact the second constructible that was given this name. There was another North-West MG at the beach. Truck Barrier #1. Visible is the Truck's garage and the spot for the previous MG Nest just left of the construction flag. Truck Barrier #2. The last Axis point of resistance.
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Post by Zecristo on Jun 29, 2005 23:52:58 GMT 1
Brundlenburg Antenna is a medium sized map. Mostly composed of open icy space the most complicated characteristic seems to be it's name. As there is no Readme file, just a Credits file, I'll just say that the Allies must repair a Jagdpanther and drive it around a frozen lake, past an open gate and into a bridge in order to destroy the gate of the fort containing the Antenna used by the Axis to broadcast it's propaganda. Then they have to go in and destroy the Antenna itself. Alternatively to using the Jagdpanther there is a teamdoor. Axis should watch for disguised Coverts. PK3 file has 4,28 Mb. The Credits file: Brundlenburg Antenna.
Made by Fritz Chestnut.
Thanks everyone at
www.splashdamage.com/index.php?name=pnPHPbb2&file=viewforum&f=9&sid=5c63353d2ecfc998f1b8837115165e6a
Note:
The map file is included. Any one can modify it or use any part, just give me credit please.
Thanks to www.planetwolfenstein.com/4newbies/
And www.sikstrom.nu/rikard/prefabs.htm for some cool shelfs.Image time: Allies start from the house to the left and do not have to go far to find the Tank. The frozen lake is barely visible from here as is a MG tower. At the first bend of the Tank's way there is a bunker with well deserved Ammo and Health. From here we can see the MG tower emerging behind the rock at the center and the Allied respawn house at the distance to the right. On the opposite bank of the lake there is a house where the Axis respawn at first. Past the gate dominating a pass on the way to the Antenna fort we can see an opening through the snow that leads to the Command Post site and to a catwalk over the gate. To the right and out of view a double wall encloses an Ammo/Health area. The Tank stops just outside the bridge and destroys the Antenna fort gate. And here is a closeup of the Antenna base denoting some texture problems. They appear on other parts of the map too. The constructible listed as "bridge" is obviously an "Antenna Defence", just adding a door to the fence.
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