POW Escape

This is the latest version of the POW Escape map. Map objectives are: Objectives ========== Allies ------ 1. Steal the top...

Download

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

File Description

This is the latest version of the POW Escape map. Map objectives are:

Objectives ==========

Allies ------ 1. Steal the top secret axis documents from the reearch facility 2. Take the documents south to the train and escape with as many pow's as you can 3. Prevent axis retrieving the soldier activation key dropped by parachute somewhere to the south of the camp 4. Prevent axis activating the soldiers with the key

Secondary 1. Capture and hold the North supply room to aid escape 2. Capture and hold the Front gate area to aid escape

Axis ------ 1. Prevent Allies stealing the top secret documents from the reearch facility 2. Prevent Allies from escaping on the train with the documents 3. Retrieve the soldier activation key dropped by parachute somewhere to the south of the camp 4. Activate the soldiers with the key

Secondary 1. Hold the North supply room 2. Hold the Front gate area

Read More

Readme
WOLFY MAPS - POW Escape Version 1.01

Description             : Multiplayer Objective map for RTCW
Title                   : POW Escape	
Date                    : 18th May, 2003	                			 
pk3 name		: mp_powescape_v101.pk3
Filename		: mp_powescape_v101.bsp
Author                  : Codey
Email Address           : tas2098@hotmail.com
Web			: http://wolfy.rtcwfiles.com

Base                    : New level from scratch
New sounds?             : YES
NEW Graphics?           : YES
Editor used	        : GTK Radiant 1.2.12
Compiler                : Q3MAP 2.5.5





INSTRUCTIONS
============                        
If you were invovled in testing, or have any previous versions, please delete them from your main folder before installing!

Extract the file "mp_powescape_v101.pk3" to <Return to castle Wolfenstein folder>/main
Now you are ready to join servers running this map!!!

To start a server select "POWESCAPE v1.01" option from the map list in game.


NOTE: RECOMMENDED SETTINGS FOR RUNNING THE MAP
----------------------------------------------
COM_HUNKMEGS

If the map fails to load on startup or you get a hunk allocation error message, you'll need to change a setting from console: 

After the game starts, hit the ~ tilde key to bring down console

Type the following or change the number to anywhere upto 3/4 of memory available. EG: If you have 128 meg in your system, you can set it up to 96.


/set com_hunkmegs 64


This only needs to be set once, as it is saved in a configuration file by rtcw. This setting will let RTCW allocate more memory for a map to load and will not make any maps run slower, quite the opposite.




BACKGROUND
==========

Cpt. J Smith, POW
Personal Diary


January 18, 1943, 21:15
Command has received information that this camp is being used as front for some sort of human experiments. The type of experiments are conducted here remains unknown but reportedly invovles some sort of maturation chambers used to mutate humans into super soldiers.
Through the usual channels, they have sent information about the location of the facility. Originally, our plans were to dig a tunnel to the west of the camp to outside the main fence, but now we've decided to dig north to the research facility location. With any luck we can break through a wall into the facility with enough men to hold off any resistance.


July 1, 1943, 21:00
Command has dipatched a rescue team, they will arrive on July 7th and approach the camp from the south. We must double our effors on the tunnel construction as I fear we may not have it complete in time for their arrival.


July 7, 1943, 1:02
Great news today, Command sent word that they have an operative replacing the train driver on the south line and he will hold the train at the station for us to escape. We were also informed of dire news which indicates axis are at the final stage of their experiments, they must not be allowed to complete them!

Yesterday, the final stage of the tunnel to the research area was completed.  Tonight we will infiltrate the facility, Some of our men will create a diversion at the north gate and make their way to our location if they are able to sneak through. Once we're inside we must locate the documents which will reveal detailed imformation about what Axis were planning. 
We must then take the documents to the train station located to the south of the camp and sneak them, and as many pow's as we can onboard.

Finally the truth will be known and many of us will have escaped to freedom, God be with us.


Objectives
==========

Allies
------
1. Steal the top secret axis documents from the reearch facility 
2. Take the documents south to the train and escape with as many pow's as you can
3. Prevent axis retrieving the soldier activation key dropped by parachute somewhere to the south of the camp
4. Prevent axis activating the soldiers with the key

Secondary
1. Capture and hold the North supply room to aid escape
2. Capture and hold the Front gate area to aid escape


Axis
------
1. Prevent Allies stealing the top secret documents from the reearch facility 
2. Prevent Allies from escaping on the train with the documents
3. Retrieve the soldier activation key dropped by parachute somewhere to the south of the camp
4. Activate the soldiers with the key

Secondary
1. Hold the North supply room
2. Hold the Front gate area




Special functionality
=====================

Random Objective Placement
--------------------------
The two main objectives, Secret Documents and Soldier activation key, are placed randomly at the beginning of the match. To provide for more varied gameplay each match.

Taps give health
----------------
All taps and showers in the map when turned on can give out health when activated on.

Water supply pump destructable
------------------------------
Either Axis or ally team can destroy the water pump with TNT located at the south-east of the camp. All taps in the facility will then not function for the remainder of the match.

Alternate route out of the camp
-------------------------------
The General's car can be driven down the hill and crashed through the fence, providing an alternate route out. But you must find the key and start it up first, remember cold cars are hard to start, it may take a few tries.




FEEDBACK
========
We welcome your comments good or bad!
Please visit the wolfy website for forums, maps, and a generally good time!


SPECIAL THANKS
==============

First of all to the Wolfy staff, without your constant feedback and testing, this map wouldn't be half what it is today.
Brewskie of http://www.rtcwnews.com for your great gameplay suggestions, brain-storming sessions and unbelievably brilliant testing server.
The staff at http://www.rtcwfiles.com, especially SubWolfer and Korn Warrior.
Also thanks to http://www.planetwolfenstein.com/tramdesign guys Osias, Halister, Tunnleram, OGG servers and everyone else for taking the time to setup, run and test the map, big hugs!
Demoneye, you tha man, and you know why ;)
hsnopi for taking time out and helping with authentic train design, art and concepts.

If I missed anyone, I'm also truely thankfull for everyone's input!



Version history
===============

v1.01
-----
*Fixed crash bug when fish was killed
*Added "Rescue Team" spawn location near waterfall
*MOved some axis spawns from north fence area
*Fixed area where axis could jump over fence west of the north gate
*Moved an activation key location further away from camp


FINAL
-----

*Bug fixed which would cause the server to crash with entity not found error
*Soldier activation sequence tweaked for smoother movement
*Clipped out Generator bar trapping players
*Moved one of the Axis activation key locations away from camp to aid balance
*Removed clips from car seats to fix gibbing at bottom of ramp
*Reduced entity count substantially
*Fixed hole in rocks at waterfall
*Fixed river bottom texture, mid north side
*Fixed clipping on chamber soldiers



DUAL
----
*Soldier Activation Scene added for axis primary objective!!!!
*Misc texture align probs fixed
*light poles re-positioned
*Fixed west rocks
*Cleaned brushwork on south-east river
*Target_location for waterfall
*Texture cleanup of grass
*More gibbing on the general's car fixed
*Spawn points cleanup, no more spawning ontop of each other
*General target_location clean
*Numbering added to labs



RC3a
----
*Changed timing on taps to 1.5sec delay since 3sec is too little to make any diff
*Added clip railing for sniper roost
*updated axis sinks texture with realistic scrapes, scratches, dings - photo source?
*Fixed Light poles texture stretched a bit
*Size of activation of water health was too small, increased model size
*Fixed car gibs standing riders at bottom of ramp
*Fixed Invalid texture sizes! 
*Changed Train signal too high and big
*Fixed dark texture on left side of lockers in shower room
*Fixed outer fence near frontgate is raised off terrain
*Added train engine connect with rest of train
*Fixed Texture align at bottom of windows shower and munition rooms
*Fixed lightgrid screwed, removed lightgrid brushes and go back to previous scaling method
*Added "Puffy was killed" message



RC3
---
* Added dual objective
* Added 3 random points parachute box with key for axis objective
* Added activation point in chamber for axis objective
* extended Vent system into the faclity above lower two labs
* added vent system animated fans
* Fixed vent system texturing
* Added double doors between top two labs
* Fixed texturing on lift doors
* Fixed caching of lift button presses
* Changed lab lights to brighter
* Added dlight at tunnel entrace
* Changed misc shiney metal to more realistic
* Added dynomitable re-enforced windows to labs, glass breaks out wire stays, blocking gren and rocket
* Changed chamber layout for soldier activation scenerio
* Fixed FPS issue in chamber and south camp areas
* Changed layout of river edges, harder to cross, need to use bridge and waterfall crossings
* Added waterfall area, custom shaders, particles and sounds
* Added sparks particles from flamebarrels
* fixed scaling problem of guardhouse
* Added working clocks
* Added "puffy" the fish and fishbowl
* Added flagpoles capture points at frontgate and north supply room forward spawning
* Added sniper roost to large tree south of camp
* Added angled tree for south-west access to camp
* fixed rocks west of camp ugly looking
* Added "generator" to chamber area and custom shaders
* Added custom shader for lightpoles and scaled to more realistic
* Changed lightpole wiring realistic
* Changed train exiting to longer sequence, train goes further into tunnel



Copyright
=========
This level is Copyright(c) 2003 Wolfy v0.2.
You may not include or distribute this map in any sort of commercial product without 
permission from the author.  You may not mass distribute this level via any 
non-electronic means, including but not limited to compact disks, and floppy disks.
You may not Redo/reproduce/update this map in any way without permission from the author.

Read More

Comments on this File

There are no comments yet. Be the first!

Codey


50 XP


Registered 10th January 2003

4 Files Uploaded

Share This File
Embed File