MurderHill

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

Download

Uploading...
Do not refresh or leave this page!

File Description

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.

Read More

Download 'mp_murderhill_b1.zip' (2.5MB)

Readme
Murder hill BETA 1
--------------------------
May 2, 2002

You may distribute this map only in the original .zip archive with this readme file. Distributing the .pk3 file or any of the files it contains alone is prohibited.

This is a public beta test. It supersedes all previous releases.

Installation:
Extract mp_murderhill.pk3 to your wolfenstein\Main directory. This will
overwrite any previous versions.

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. The main bunker door is initially blocked, but either team may unblock it by dynamiting the bunker door barricade objective. The bunker door barricade is not team specific. Depending on the tactical situation, it may be to either teams advantage to either defend or destroy it. The fourth objective icon will always be neutral, whatever the state of the barricade.

Changes from ALPHA 1.5 release:
- Missing floor and phantom triangles which some uses experienced should be fixed.
- Spawn areas are now detailed/lighted.
- Main bunker door objective added.
- Duct from roof to basement can be walked rather than crouched through.
- Axis only door at the bottom of axis spawn. The door from the axis tunnel
to the axis spawn will not open for allies approaching from the axis tunnel.

This is to prevent a reported balance issue where the allies could spawn camp the axis after the tunnel was destroyed, but the axis could not take equivalent action on the allies. Any allies on the axis spawn side of the bridge will be trapped if bridge is destroyed. Feedback on this item is desired.

- Various lighting/detail/cosmetic issues.
- Time warnings start at 3 minutes rather than 2

Test information:
The purpose of this test is to find both gameplay and cosmetic issues

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, and where the problems are encountered. 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 before holding the objective counts
be longer or shorter ?

Respawn time:
longer or shorter ?

Spawn area placement:
Both teams player start and spawn points are spread out over several levels.
Should they be closer together ?

Main Bunker door:
Should this entrance exist at all. Is it too hard or easy to attack ?

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 ?

Axis only door into axis spawn:
Should this door be here ? Should there be an equivalent one for the allies ?

Radio tower ladder:
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 areas still have overdraw.
- lighting on movers is incorrect after move.
- Textures in tunnels misaligned.
- z fighting between various alpha textures and things near them.
- z fighting in various places when viewed at long distance in 16 bit mode.

Some of these will not be fixed.
- 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. This will most likely
not be fixed.
- light leaks a couple of places.

- 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.
- lights in barracks attic floating in air

Unfinished items:
- outdoors needs some decoration.
- The sign textures need work
- .roq files
- a few details here and there.

Please send feedback to [email protected], or pm SCDS_reyalP on the rtcw.co.uk message board.

Read More

Comments on this File

There are no comments yet. Be the first!

SCDS_reyalP


50 XP


Registered 15th January 2002

7 Files Uploaded

Share This File
Embed File