Wine Raid

"Top Allied Officer's have received information about an Axis base, stocked with the last remaining bottle of General Patton's favorite wine...

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"Top Allied Officer's have received information about an Axis base, stocked with the last remaining bottle of General Patton's favorite wine. Looking to win recognition from General Patton, several Allied soldiers plan to infiltrate the Axis base and steal the wine. However, the Axis soldiers have been planning to get tanked off the wine for weeks and intend to fight to the death to protect it."

Well, what can I say. It's a conversion of the first part of RTCW:SP. The map is basically the same with a few things changed such as some doors removed, a few weapons removed, and MP aspects added. The design is the same, and thats where it gets bad. The level is designed for SP, as one guy fights against multiple people. It doesn't work out so well in MP. Its a good map, but its nothing special, it's just SP gone MP. Mabye some other parts of the SP game converted would be better, but not this one.

Reviewed by KoRn-Warrior-

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Download 'mp_wineraid_fb.zip' (2.22MB)

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Mp_wineraid_fb --- Wine Raid Final Beta

Single Player Map Conversion By: =A|A=WoodwilL
woodwill@cox-internet.com
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<Installation Instructions>
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Extract to c:\...\Return to Castle Wolfenstein\main

<Description>
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Top Allied Officer's have received information about an Axis base, stocked with the last remaining bottle of General Patton's favorite wine. Looking to win recognition from General Patton, several Allied soldiers plan to infiltrate the Axis base and steal the wine. However, the Axis soldiers have been planning to get tanked off the wine for weeks and intend to fight to the death to protect it.

Small Map Designed for under 32 players, around 16 would be best.

<Allied Objective>
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Steal the wine and escape with it!

<Axis Objective>
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Defend the wine!

<Known Bugs>
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>>No Class does not have a spawn function
>>bread_and_meat does not have a spawn function
....Working to resolve these 2 things, however it should not effect gameplay....

<Unknown Bugs>
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Probably a lot

<Planned For Final Release>
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Move the Axis spawn further from the Objective.
Add more paths to and from the objective.
Possibly add a loading bar.(If it is a pain in the ass I wont)
Any good suggestion's from beta testing
Fix any bugs that arise during beta testing.

<Software Used>
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Gtk Radiant 1.2.11
WolfCompile 2.0
Corel Photo-Paint 11
GoldWave
Windows XP 

<Editing and Compile Machine>
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AMD Athlon 1.4 ghz
512 DDR
Geforce 4 ti4200

<Misc>
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-Thanks to Nerve and id for a great game.
-Thanks to <t4ce> Maximus, <t4ce> Smokin, =A|A=Lt.KrawdaD, =A|A=SixDemonBag, =A|A=ProwlingvipeR
-all off =A|A= and <t4ce for the help testing.
-Bubba's castle Mapping --- http://planetwolfenstein.com/bubbawolf/wolfmapping.html
-Surface Mapping --- http://www.wolfensteinx.com/surface/
-http://aawidowmaker.tripod.com/
-http://www.t4ce.com/

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=A|A=WoodwilL


50 XP


Registered 2nd February 2003

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