Comm Link is an infantry only, 6v6/8v8, competition map. The Strogg have taken possession of a fort and are using it to transmit communications. GDF have to infiltrate the fort and disable the communication devices. First the GDF have to hack the Strogg gate controls in order to disable the energy shields protecting the rest of the base. These controls are located near the base's main walls, easily accessible for both GDF and Strogg.
The changes from the previous version include:
- Some more bot stuff
- Put details in LOD groups for optimization
- Fixed non-solid models
- Added a ladder outside forward spawn to give GDF some roof access after Hack phase
- Clipped mountain around back side to block access before hack phase
- More cover for incoming GDF at first objective
Once the energy shields are down the GDF have to destroy two the Strogg communication devices by planting HE charges. This can be done in any order.
04/05/08 File: zz_comm_beta.pk4 Mapname: Comm Link (Beta) Author: zig-zag - firstname.lastname@example.org ==Description: Map for Enemy Territory:Quake Wars "The GDF must fight their way into a Strogg fort and disable their communications equipment " ==Instructions: Extract and place zz_comm_beta.pk4 into "id SoftwareEnemy Territory - QUAKE Warsbase" directory, and comm_lit.mega into "id SoftwareEnemy Territory - QUAKE Warsbasemegatextures" directory. -Gamemodes supported: Objective, Stopwatch -Bot support: Yes ==================================================== Notes: This is a beta, but should be relatively bug-free. Please report bugs here: email@example.com Only English localization is provided, other languages will get errors for objective messages and locations. If anyone wants to provide me with translations for specific languages, I will gladly include them into the final release. ==================================================== Changes since pre-beta3: -More cover for incoming GDF at first objective -Clipped mountain around back side to block access before hack phase (sorry base-jumpers) -Added a ladder outside forward spawn to give GDF some roof access after Hack phase -Fixed non-solid models -New megatexture -Added stuff system (grass) -Fixed Localization errors (English only) -Added location markers (English only) -Put details in LOD groups for optimization -Added endgame camera -Few other minor bugs -Some more bot stuff ==================================================== Changes since Ver.2: -New objective added! Extra comm hub to blow on platform next to Strogg first spawn -Fixed jumping over fence exploit (for real this time, I swear) -Redesigned Communication Hubs -Redesigned front hack objective area -Move first Strogg spawn back -Change Strogg respawn time to 25 seconds for hacking phase -Added sound cue voice-overs for objectives -Finalized localization -New megatexture (8192 resolution), but still a crude 10 min job (there's an "invalid surface parm" error at map load). -Added ambient sound -Minor detail work -Some Bot stuff -Filesize is now 30MB due to new megatexture, but it won't show up black on low shader setting anymore.
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