Bremen Beta 1 |
Played 18,457 times. |
Download link(s): Trackbase Filebase
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Rating | ENABLED for this map. |
Map Type: | OBJ |
Map Size: | Not Set |
Map Theme: | Not Set |
Description: (the readme file)
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Bremen (Final)
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Author : DerSaidin
Real name : Andrew Browne
Location : Australia
E-mail : dersaidin@gmail.com
Game : Wolfenstein: Enemy Territory
Reworked by : Sid & Etch
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Description:
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Allied spies undercovered details of an Axis plan
to transport a fortune in gold to a more secure location.
The Allies have planned an attack to intercept the gold
during its stopover in Bremen.
Axis objectives:
- Stop the Allies from stealing the gold.
- Stop the Allies from destroying the Main Entrance.
- Hold the forward spawn.
- Stop the Allies from constructing a command post, or destroy it if it has been made.
- Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door.
- Stop the allies from powering up the generator. Defend the keycard.
- Don't let the Allies steal the truck.
- Build the truckbarriers to hinder the Allied escape.
Allied objectives:
- Steal the truck with its load of gold.
- Blow open the Main Entrance to push through the city.
- Take control of the forward spawn.
- Construct the command post to activate a forward spawn.
- Satchel the side door to gain additional access.
- Use the keycard to power up the generator.
- Repair and steal the truck.
- Don't let the Axis hold up the truck with a truck barrier.
Spawntimes:
Axis 30
Allies 20
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Changelog:
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Bremen (Final):
+ added fixes (mapscript & lights)
+ reworked command map
+ retextured, looks now like a bombed german city
+ included a fiting skybox
+ usage of (fixed) shaders for a better look (terrain, windows, marble floor, vase, etc)
+ usage of new/changed/fixed textures (windows, wall, gate, floor, truck)
+ Bremen is now shown on the right place in the campaign map
- removed advertisings from the map
- removed all unneeded textures and shaders from the pk3
= based on beta 2, all custom-made stuff will still work
Bremen (Beta 2):
+ generator icon
+ lights
= door goes through roof
= alpha cart wheel
= doors chalked on bottom
+ passage through to generator
+ more damage to buildings
+ teamdoor at truck
+ shell corner of building above door1
+ window behind desk
= close/modify alley
= half height tree blocking door-door LOS
= break up CP courtyard with trees/bushes
= floating windows on building next to allied 1st spawn
Bremen (Beta 1):
+ added allied autospawn change to flag when truck is back in first half
= changed building route near allied first spawn
- removed spare room near office
+ added gardens near axis second spawn
+ added real terrain in cp area
+ added more props in streets ("prefabed" from grush)
= rescaled windows/doors/railings
+ fixed clipramps added for various doors
+ fixed railings near CP odd clipping
+ fixed side door
+ added crater(s) to terrain for coolness
= changed truck, now indestructible (after initial repair)
Bremen (Alpha 1):
- made
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Programs used:
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- Enemy Territory and ETPro
- GtkRadient 1.5.0
- Adobe Photoshop CS
- Crimson Editor 3.60
- Wood Workshop 1.00.0512
- Winzip
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Special thanks to:
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swinyboi (DE)
Neillie (UK)
SPU9 (DE)
iTG`stewie (NL)
chosen (DE)
[NW]reyalP (US)
inFlux`imP (BE)
dignitasFrop (XX)
perfo (XX)
Shaderman (DE)
gtv`arni (DE)
fnTc^h3ll (NL)
Neddeh from [ToG] - http://ned.theoldergamers.com/
For use of his server.
sequentiaL gaming - http://www.sql-gaming.com
For use of their server
My clan, Adversus
http://www.adversus.com.au/
#adversus on irc.ausirc.net or quakenet
iceman34 (AU)
angelus (AU)
riCo (AU) (actually, skip rico)
HANZ (AU)
goober (AU)
mahadeva (AU)
noname- (AU)
tursimo (AU)
KAD (AU) lol!
Hectorz (AU) - but not Moley (AU)
Vamped (AU)
haste (AU)
slant (AU)
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