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.
Since the match time is variable, the in game match timer starts at 0.
Murder hill BETA 2 -------------------------- May 27, 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 . Since the match time is variable, the in game match timer starts at 0. Initially each team may approach the transmitter using a tunnel from their respective reinforcement points (the garage for the allies, the barracks for the axis), 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. The state of the objectives and the time remaining for each team is represented on three tactical maps in game. There is one map each in each of the reinforcement points and one in the third floor of the bunker. For each 30 seconds of transmission a red or blue x placed near the flags representing the allies or axis reinforcement point. Changes from BETA 1 release: - Transmitter room easier to attack, by adding hole in the mesh text to the door entrance, enlarging the opening in the floor, and making the ladder easier to get off of, enlarging hole in the transmitter fence. - Tactical maps/in game status indicators (described above). - Door to axis tunnel removed. This means that allies can once again reach the axis spawn even after the axis tunnel bridge has been destroyed, but see below... - Axis can now reach allied spawn after allies tunnel support has been destroyed. - It should no longer be possible for a single player to jump the axis bridge after it has been blown. (Thanks -TSA-[BlackHawk], vaporizer) - The allies player start which caused players to spawn stuck has been fixed. - The missing floors have really been fixed. (Thanks purpledrillmonkey, OdinTGE) - log pile next to the bunker roof has been made easier to get up. - The duct to floor 2 of the bunker is easier to get into. - performance outdoors should be slightly improved. - various visual improvements. Test information: This test is to verify that none of the above "fixes" broke anything horribly. No major changes are expected for final. All feedback is still welcome. Known problems: - This map may not be suited to limited life or one life servers, since even if one team is eliminated, the other has to sit around until the match is over. - 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. Unfinished items: - outdoors needs some decoration. - a few details here and there. Thanks: Dr. Who for putting beta 1 in the timelord rotation Everyone who played it there, sorry I can't mention you all by name. Nakedpope for german. mapcentral.euro-wolfenstein.com and rtcwfiles.com for file serving. Gray Matter, Nerve, Id and activision for bringing us the game. The GTKRadiant team, who serve mappers with long hours and little reward. Ydnar for his killer q3map tweaks and exciting new bugs. Please send feedback to [email protected], or pm SCDS_reyalP on the rtcw.co.uk, planetwolfenstein.com or map-center.com message boards.
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