Raw Castle TE Final |
Played 38,051 times. |
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Rating | ENABLED for this map. |
Map Type: | OBJ |
Map Size: | Small |
Map Theme: | Snow |
Attacker: | Allies |
Description: (the readme file)
File info:
Title : Raw Castle TE (Tournament Edition)
Filename : raw_te_final.pk3
Game : Wolfenstein: Enemy Territory
Version : final
Date : November 2006
Released : October 2011 Finalised and released by ned (TOG*neddie) with written permission from Roger Creus
Author : Roger "redRum" Creus
Contact : roger.creus@gmail.com
URL : http://www.cyanureill.net
Gametype : Objective, Campaign, Stopwatch, Last Man Standing (LMS)
Maximum Players : 32
Recommended Players : 12
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Story:
The allied army has taken a farm in East Anglia.
There is a castle down the hill, the Axis are using it as their stronghold.
The fortress is strongly defended by an old big wall which the Allies will have to pass through.
Valuable documents are resting in a vault inside the castle.
Will the Allies be able to steal and transmit them?
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Objectives:
Allies.
1 .Primary : Steal the secret Documents.
2 .Primary : Transmit the Documents.
3 .Primary : Blow up the Main Wall and secure the Forward Spawn.
4 .Primary : Destroy the Castle Main Door.
5 .Primary : Blow up the Vault Door guarding the Documents.
6 ..Secondary : Capture the Tower Spawn.
7 ..Secondary : Destroy the Side Wall and get easier access to the Axis Castle.
8 ..Secondary : Construct the Command Post.
Axis.
1 .Primary : Protect the Documents.
2 .Primary : Prevent Allies from transmitting the Documents.
3 .Primary : Defend the Main Wall.
4 .Primary : Defend the Castle Main Door.
5 .Primary : Defend and construct the Vault Door guarding the Documents.
6 ..Secondary : Don't let Allies capture the Tower Spawn.
7 ..Secondary : Prevent Allies from destroying the Castle Side Wall.
8 ..Secondary : Construct the Command Post.
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Things that have changed since the beta:
- Fixed the Allied spawn bottom MG's position.
- Fixed the terrain leaks.
- Added the raw_final siren for etmain.
- Non significant changes in the terrain shape.
- Retextured the whole terrain.
- New shader for the hay vanilla texture.
- Removed the resting water.
- Added a slick shader brush onto the frozen lake.
- Removed the alpha texture around the lake borders.
- Fixed light leaks.
- Unclipped the lasting lights that could block players eventually.
- Removed the trickjump spot at the back of the castle.
- Improved vis blocking.
- New phong shaders for the castle towers' textures.
- Lowered the white fog.
- Fixed the command map custom icons.
- Fixed the custom vo sounds.
- Added a locations file for etpro.
- Fixed spelling errors.
- Added surfaceparm alphashadow to the tree models' shader.
- Modified tree clips so it's harder to step on their top.
- Changed default worldspawn and func_groups lightmapscale (1.0) to 0.3.
- New texture transition for the caves' entrance.
- Fixed the tree models' texture conflict.
- Fixed the limbo objective descriptions for both teams.
- Added two new textures.
- Realigned many textures.
- Non significant brushwork changes.
From 99% completion to release by ned with written permission by Roger Creus.
- removed wm_endround wait time to avoid last second win error
- fixed some typos
- fixed path errors in sound script
- fixed path errors in etpro command map icon file raw_te_ETPRO.pk3
- updated readme file
Known issue.
In some parts of the map the mortor will detonate in the sky.
This was a known issue in earlier versions and was fixed by red to a point where practical use of the mortor will mostly work.
The map on release is 99+ % complete.
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Misc:
editor : GtkRadiant 1.4.0
compiler : Ydnar's q3map2 2.5.16
specs : AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb
light compile : -light -bouncegrid -custinfoparms -export -fast -nocollapse -patchshadows -shade
-compensate 2 -gamma 1.5 -lightmapsize 1024 -samples 3
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How to play it:
- Unzip the raw_te_final.zip file to your etmain folder.
- Run ET.
- Find a server playing raw_te_final or
- Select Host Game, set it to Single-Map Objective, Stopwatch or Last Man Standing mode and search for Raw Castle TE Final on the map list.
- Enjoy.
*For a proper functioning of this map and the whole game, the author strongly recommends
that you delete the old version of Raw Castle TE from your etmain folder.
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Credits:
Oak-tree md3* : Krischan "GrimReaper" Makowka
Celtic cross md3 : Oak
Textures : ID software, Ydnar, Ken "kat" Beyer, redRum
Locations file : TOG*neddie
*This model has been recompiled into a new md3. Get the original files here http://fps.brainerd.net/mapmodels8.htm
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Thanks to:
Wulf, Aingeal and Grizbo for the support, ideas and bug spotting.
56ker, Monitotxi and Aratbass for keeping my site up and cool.
TOG*neddie for the infinite help and time spent on this.
Au.Hiroshima for the great feedback and suggestions on the previous release.
The whole TOG clan for those long playtests on neddie's server.
The RAW clan for previous testings.
SD, ID and Ydnar for this great game and tools.
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Permissions:
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 without permission from the author.
You may not Redo/reproduce/update this map in any way without permission from the author.
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