Allies must break into the vault and steal the gold. Axis must stop the Allies by destroying their escape truck. This latest release by Damocles is quite good, and looks to be very near final state.
This is the first public beta for this map - if you find any bugs, or think something should have been done differently, please don't hesitate to email the information. The more bugs/issues are found, the better the final version will be. Also, if you think certain areas are too much of a choke point, or are completely useless because no-one ever takes that route, feel free to mention this also. ================================================================ Title : MP_Bankraid (public beta 1) Filename : mp_bankraid_beta1.pk3 Author(s) : Dave "Damocles" Hodgson Release Date : 7/1/2003 Email Address : firstname.lastname@example.org Game : Return to Castle Wolfenstein Multiplayer File size : 4.5 MB Recommended Players : 10-28 ================================================================ * Construction * Map base : From Scratch Editors used : GTK Radiant 1.2.11 Other utilities used : PakScape, Paint Shop Pro ================================================================ * Known bugs * Right side grate (viewed from inside) of the vent that overlooks the vault has a clipping issue making it impossible to shoot through :/ Don't ask me wy, it was an error that occurs during compiling. However, 50% of the compiles will make the right vent solid, the other 50% make the left vent solid. Q3Map2 and GTK clearly hate me. For some unknown reason, when near destructible objectives, they often show up as "You are near the Axis Garage" but when dynamite is planted, the "dynamite planted at..." message is fine. ================================================================= * Play Information * - Requires full version RtCW to run. - Place the .pk3 file in the folder of X:\RtCW installation folder\Main\ * Description * The Axis have some gold stored in an occupied bank, in a small Belgian town. The Allies have learnt of this gold and intend to 'liberate' it. The map is mostly street fighting, but has many back alleys, explorable houses and other features to keep play varied and unpredictable. In a new and interesting twist (as far as I know it's new anyway) - the Axis can accelerate their win by destroying the Allied escape truck or they can simply try and hold out till the time runs out. This does make it much harder for the Allies as they have to protect their truck AND steal the gold. However, the myriad of alleys, routes to and from the objective and multiple routes to the truck should balance this issue. ================================================================= * Thanks to * ID software, Nerve Software, & Gray Matter. Demon Eye for feedback and help The folks at PlanetWolfenstein's level editting forum for advice Anyone who beta tests this map. * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels without first receiving consent from myself. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without first attaining written permsission. You MAY distribute this PK3 and associated files through the (internet, FTP, local BBS etc.), provided you include this file and leave the archive intact.
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