The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate the Axis compound and destroy the power grid. Once the power is disabled allied forces can advance further inland.
Tom "Menzel" Haskins first RTCW map release is a sweet one at that The Allies spawn at the far end of the map under an artic snowfall and all is quiet..proceeding thru the tunnel the team comes up on an Axis base. Their orders are clear..NO Failure Menzel has set up one of the toughest goals of any RTCW map..and it's just the start..getting thru the bottleneck wall and getting into the base further.I've spent most of the timelimit just trying to get beyond this point. Once inside the Allies have 2 directions to go... up the ladder and thru the back way of the base,or go thru the capture tunnel and hold their goal At the end of the tunnel the Axis base awaits up a sloping hill,much to the Axis' delight this can be a challenge for the Allies to advance. If the odds are tough,the Allied team can take to the sewer system at the edge of the lake..and what a nice touch visually to the map,the lake is frozen over,so you can go ice skating! Once in the sewer system the Allies have 2 ways to go from there! The maps best effect to me are the lighting,not quite daylight and not a night mission,perhaps an artic twilight? This map will definately give the Allied team are hard time,but winning on this map will be a most deserving reward! This map if? completed by the Allies as ordered could lead to a nice sequel..Like to see what happens next! Det Pak
Return to Castle Wolfenstein map ================================================================ Title : Tundra Outpost Version : 1.0 Release Date : 01/26/02 Filename : DM_tundra.bsp Author : Tom "Menzel" Haskins Email Address : email@example.com Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate the Axis compound and destroy the power grid. Once the power is disabled allied forces can advance further inland. Other info : My first attempt at editing with GTKRadiant and the Quake3 engine. I haven't done any editing in several years and I've only worked with UnrealEd in the past - be gentle with me while I'm still learning :) Build time : Too much! A guess would be Approximately 120 hours or so, but quite a bit was learning how to do terrain, learning the editor, etc, and god-awful amounts waiting for bsp/lighting to compile. Additional Credits to : Thanks to all at Tram Design and planetpointy for all the insight and how-to's into RTCW mapping long before the offical release of the SDK. Oh yeah and to Id/Grey Matter for releasing the SDK just in time to help with some of the more confusing things. Known Bugs : Some weird vertex lighting issues with the terrain, a few areas where the terrain needed to be cut show up extremely dark. Also the sewers have some shitty looking edges. ================================================================ --- Installation --- Extract the mp_tundra.pk3 file to your "X:Return to Castle WolfensteinMain" directory. Where X: is the root directory you installed Wolfenstein in. --- Play Information --- Game : Return to Castle Wolfenstein Level Name : Tundra Game Type(s) : MP mode/SW mode Single Player : No New Sounds : No New Graphics : Yes Copyright / Permissions ----------------------- This level is copyrighted by Tom Haskins 2002. Authors may NOT use this level as a base to build additional levels. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission. You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact.
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