MP MurderHill (Public Alpha Test)

Allies and Axis are fighting for control of a radio transmitter. The transmitter is located at the top of a war damaged underground...

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Allies and Axis are fighting for control of a radio transmitter. The transmitter is located at the top of a war damaged underground bunker. Each team is attempting send a long transmission. To win, a team must hold the transmitter (represented by a checkpoint flag) for a total of 7 minutes. The transmitter does not have to be held continuously for that time, but if it changes hands in less than 10 seconds, neither team gains any time. As a teams transmission nears completion warning messages are put on the screen.

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Download 'mp_murderhill_a15.zip' (2.7MB)

Readme
Murder hill ALPHA TEST 1.5
--------------------------
You may distribute this map only in the original .zip archive with the
accompanying readme file. Distributing the .pk3 file or any of the files it
contains alone is prohibited.

This is a public ALPHA TEST.  That means that this map is not finished, has known problems and the final map may be significantly different. I am only releasing this in it's current state because some disrespectful tester uploaded a private test version to public servers against my specific request, without including the readme which goes with the map. Since that leaked version has been distributed beyond my ability to stop it, I am releasing this test in the hopes that users will at least be able to give me some useful feedback. This version is incompatible with the leaked alpha 1.1 version. Installing it will overwrite the previous version. Webmasters and server admins are urged to remove the old mp_murderhill.pk3.

Installation:
Extract mp_murderhill.pk3 to your wolfenstein\Main directory.

Briefing:
Allies and Axis are fighting for control of a radio transmitter. The
transmitter is located at the top of a war damaged underground bunker. Each team is attempting send a long transmission. To win, a team must hold the transmitter (represented by a checkpoint flag) for a total of 7 minutes.

The transmitter does not have to be held continuously for that time, but
if it changes hands in less than 10 seconds, neither team gains any
time. As a teams transmission nears completion warning messages are put on the screen.

Initially each team may approach the transmitter using a tunnel from their
respective reinforcement points, or through a duct from the roof of the bunker. Each tunnel contains an objective which may be dynamited by the other team, closing it off. Clever teams may get some members past these obstacles using teamwork.

Test information:
The primary focus of this test is gameplay. Feel free to report
cosmetic/appearance issues if you like, but be aware that large areas of
the map have not been detailed or lighted properly yet (see unfinished areas below).

Also note that the normal match timer doesn't mean anything. Like mp_depot, the time can expire before anyone has won or a team can win before the timer has expired.

Some specific areas I would like comments on:

Performance: 
If you have performance problems, please report system specs (OS video card, cpu, ram), and how it performs in relation to the official maps. I only really care about this if it is significantly worse than the official maps.

Match time:
Should the seven minute 'hold time' of the main objective be more or less ?

Tagback time:
Should the time it takes holding the objective counts be longer or shorter ?

Respawn time: longer or shorter ?

Roof entrance:
Is it too restrictive ? (Note that it is intended to be difficult) 

Tunnel entrances to bunker:
Are the storage rooms to easy to defend ?

Tunnel objectives:
It is possible for both the allies and axis to get past the dynamited tunnels, by boosting a player up. Should it be ?

Currently the main radio tower is climbable. Should it be ?

Overtime mode: Currently the match timer is set to 16 minutes, and when it expires nothing in particular happens. It would be possible to make some change to gameplay after the time has expired. Should it ?

Any other feedback is welcome.

Known problems:
- some users have reported that the floor of the axis tunnel (concrete
  section) is invisible (you can see the skybox and some gray area below).
- A piece of wood appears floating in the basement.
- A lot of areas have overdraw.
- lighting on movers is incorrect after move.
- There are sparklies in the tunnels.
- Textures inconsistent or misaligned.
- barbwire stops bullets, shows bullet holes.
- ugly texture transitions on terrain.
- building walls facing away from the sun are extremely dark.
- z fighting between various alpha textures and things near them.
- z fighting between bunker walls and terrain.
- grenades or airstrikes thrown up from the transmitter roof or tower can
disappear into the sky.
- movement is very slow in sloping areas of ducts.
- looks very bad in low quality (vertex) light mode.
- light leaks in various places.
- inconsistent light colors.

Unfinished items:
- Spawn buildings. These need texture, detail and lighting work.
- bunker needs texture work, caulking, fine tuning of lights.
- outdoors needs some decoration.
- Spawn and player start locations need tweaking.
- Location indicators (target_location)
- The sign textures need work
- Prop placement (crates, barrels, models)
- .roq files

Please send feedback to hellsownpuppy@yahoo.com, or pm SCDS_reyalP on the
rtcw.co.uk message board.

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SCDS_reyalP


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Registered 14th January 2002

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