Operation Marrakech Final |
Played 118,446 times. |
|
Levelshot:
|
Command map:
|
Votings
|
Vote for this map:
Please sign in, in order to vote for this map.
|
|
Map pictures:(Click on a picture for a larger version)
|
You can edit the information / pictures of this map here.
Rating | ENABLED for this map. |
Map Type: | OBJ |
Map Size: | Large |
Map Theme: | Desert |
Attacker: | Allies |
Description: (the readme file)
<------------------------------------------------->
<--------------General informations--------------->
<------------------------------------------------->
Name : Operation Marrakech
Map File : et_mor_pro.bsp
Script File : et_mor_pro.script
Release : 01.12.2008 (17:54:45)
Designer : eTTp`Igloo
Contact : igloo@wolfteam.pl
Website : www.WolfTeam.pl
Total Size : 8,6 MB
Prefabs : Goldrush, Dubrovnik (1), Adlernest (1), Escape (1)
Models : goldpyramid.md3 (created by Goomis from game's resources)
Players : 20 Allies : 20 Axis
Mods : All (but 2.60b patched)
PROPERTY : et_mor_pro.tga;et_mor_pro_cc.tga;cm_doorcontrols.tga;cm_eastgate.tga;cm_etcard.tga;cm_ettruck.tga;cm_goldsafe.tga;banner_ettp.jpg
Hints/Advice/Info:
-> I suggest using r_gamma 1.6 or higher values; for me 2.0 is perfect
<------------------------------------------------->
<-------------------Contributors------------------>
<------------------------------------------------->
This map was previously developed by:
-> {STS103} DC9 CAN
[modification author]
Name : Marrakech Streets2
Release : 19.03.2006
Map File : et_mor2.bsp
-> Fix
[original author]
Name : Marrakech Streets
Release : 27.08.2004
Map File : et_mor.bsp
<------------------------------------------------->
<--------------------Change log------------------->
<------------------------------------------------->
-> December 2008
Added/changed:
- new objectives, new ways
- map's lighting, improved player's lighting
- ...
- ...
- spawn protections over the sky - (off by default)
Fixes:
- clipped terrain's/sky's areas
- improved design of some buildings
- fixed lights'/doors'/vis' bugs
- and so on...
Thanks to: {STS103} DC9 CAN <source files> , mlyn3k <compiling advice> , eTTp`Goomis <custom graphics/model> , {SSF}Sage <banana model> , Th0rn3 <melon & orange models> , eTTp`Luk4ward <gameplay ideas> , eTTp` members
Notes: Enjoy the new gameplay of the map?!
---------------------------------------------------
-> March 2006
This map has been updated to repair (clip) seam leaks in the four pillars near the tank ramp, clip the overhead section on the town side of the front gate, added wm_set_round_timelimit in script, and re-named et_mor files to et_mor2 for co-existence. A new Allied objective "destroy the back door", additional building structures, texture repairs, and affects have been added to improve gameplay. The tank speed has been adjusted to move the Allied team to the front gates quicker.
Thanks to "Fix" for allowing me to make these modifications and providing the alpha maps (.pcx files) so that this modification could have the same terrain as the original.
{STS103} DC9 CAN
<------------------------------------------------->
<---------------------Details--------------------->
<------------------------------------------------->
Description :
An abandoned area on the outskirts of Marrakech is the localization of the nazi' secret bank. There are missing gold bars which were lost by Allied forces during fights in the Northwest Africa. Now a new battle must take place to decide finally who becomes the new leader of World War 2!
Objectives :
: Allies
1, Build the bridge and move the tank over to the main gate
2, Let the tank blow up the town's main gate
3, Dynamite the East Gate
4, Activate the Door Controls using the Key Card (their icons are on the map)
5, Blow up the defences by the Bank's entrance
6, Escape with the Nazi gold
: Axis
1, Don't let the Allies get the tank over the bridge
2, Protect the town's main gate
3, Protect the town's East gate
4, Prevent the Allies from accessing the Door Controls
5, Protect the Bank's entrance
6, Don't let the Allies to escape with the gold
<------------------------------------------------->
<--------------------Permissions------------------>
<------------------------------------------------->
All original and composed textures or assets in this level remain property of the sources respective owners.
You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet, CD etc.).
You CAN'T recompile this map, remove the original informations OR readme.txt from the .pk3 file.
Everything that was changed is done by Igloo, using some prefabs from the following maps does not mean they are the same as original ones.
If you have any questions regarding this map, please contact me (this can be done via e-mail OR private message at Splashdamage.com).
|