Hydro Dam

"Both the Axis and Allies have dynamite and destroy objectives followed by collect and return of docs/gold objectives." "Outside section...

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"Both the Axis and Allies have dynamite and destroy objectives followed by collect and return of docs/gold objectives."

"Outside section is basically a mirror map to provide an equal chance for each team to win, there is also an underground section that links either side as well as the middle section."

The very name of the map intrigued me. It has a good premise of what an actual WWII battle would have been. The Allies and the Axis fighting over a dam that was probably necessary to provide power for them. I flipped on my test server and began as the allies.

I found myself spawning into a cellar. I enjoyed the rendition of Moonlight Sonata, which was found on the radio. I made my way up the staircase and I came into a large open area. Now when I say open area you might think this giant area where snipers will pick you off like flies. Although there is an open area where people might cross to get to the other base, there are structures and barriers along the way, which can help you.

Along either side is water. The water can provide good cover when attempting to cross to the other side. Its harder for snipers to pick you out, just make sure that an enemy isn't swimming towards you.

Now there are several entrances to each base. Had I been playing with people I would probably not go through the main entrance so I took a side door. I ended up in the Axis cellar where I heard some more beautiful music of which I didn't know the name.

Another way to cross the bases is an underground passageway that connects them. I immediately see the potential for rocket personnel, which, if they were camped there, would blast your heads off if you were not careful.

The bases are basically identical except for of course, various flags. Now although I am a fan of music most of you are probably more interested to hear how this map looks and how it plays.

Aesthetically this map is very well designed and is very well laid out so neither side gets an advantage over the other. With many different avenues of attack possible you will defiantly not get bored because you are forced to do the same moves over and over again.

It is a nice map to look at, and even with the open area in all its glory and detail, it is not so huge that it lowers your frame rate a great deal. I run on high graphics and 1024 X 768. And on my aging system, a P3 850, with a geforce2, I noticed no choppyness (if that's a real word).

All in all this might seem like a fairly average map. But with fun objectives and many different ways to accomplish them this is defiantly a map that you will play for a long time over.

Paul AKA Madmanfrommars

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Readme
am_hydro_dam
V1.2
________

Mapped by HC|Teal'c visit us at www.hydro-culture.org.

-------------------------------------------------------------

Scenario
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Allied and Axis forces both have operations on either side of a dam.  

Objectives
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Both the Axis and Allies have dynamite and destroy objectives followed by collect and return of docs/gold objectives.

There is also a forward spawning flag and position for each team.(must be set in game to players liking)

Map overview
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Outside section is basically a mirror map to provide an equal chance for each team to win, there is also an underground section that links either side as well as the middle section.

Twin mounted Mg-42 provide defense for each base.

There is much connectivity between all areas using outside area or underground areas, this has been increased since beta version.

Fog is used outside to limit visibility and to give snipers a slightly less easy game.


Where do I go?
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When you initially spawn you will be in a cellar/basement area, simply go up to the surface or travel down the tunnels.

The enemy door (dynamite object) is right in their base and is hard to successfully set and defend.

Once the door is blown the docs/gold become reachable, the docs/gold must be taken and returned to your base for transmission/escape, a small door on the side wall of the base is the exit point.

The forward spawn flag points are placed on the towers but the spawn location is actually a little further back from this.

Fixes since v1.1
________________

Fixed some mountain climbing issues where some players used crouching and terrain climbing techniques to get onto the top of the terrain and onto the areas surrounding the bases.  This action spoils gameplay somewhat so this has been corrected.

Known Issues
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Minor issue with forward spawn, this must be set from the 'L' menu.  
If Playing Axis - Spawn Location is Allied Side
If Playing Allies - Spawn Location is Axis Side.
Of course these are assuming you dont want to spawn downstairs.

This issue is caused as a consequence of using two sets of forward spawn and objectives, the engine gets a little confused and takes the Allied Objective as the Auto Pick Location.  This is not a map bug but a game limitation.

Technical
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Mapping tools were GTK Radiant 1.1.1, 1.2.1, 1.2.4, 1.2.5 and 1.2.6 and 1.2.9
Compile tools were BSP 1.2.6, Vis WolfRad, light 1.2.6, 1.2.9
Development compiler was 1.2.6, 1.2.9 and WOlfcompile by Pointy of www.planetpointy.com (thx m8)
Terrain development uses Gensurf plugin.

Compile time BSP 24 secs, vis 187 secs, light 6377 secs

Thanks to
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Pointy, SCDS_ReyalP and all at www.rtcw.co.uk forums who without their help this project would have been a damn sight harder.

All Beta Testers from www.hydro-culture.org and www.wolfmap.de and to Free|Lancer for hosting tests in the early days.


hctealc@hotmail.com
ICQ# 112759311 


No one lives Forever
____________________

Some of you may notice the name and some similarities between Hydro RTCW and Hydro from NOLF, well the map is loosely based upon the map from that game, I would say that 20% or so of the structure is the same but textured completely differently, although on a slightly larger scale.  Thanks goes out to Monolith for the original and the inspiration for this map.


---Copyright-Permissions--------------------------------------------
Authors MAY NOT use this level as a base to build additional levels. 

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE IT IN ANY FORM!!.

This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.

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Teal'c


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Registered 23rd April 2002

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