Adlerhorst (final)

The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defenses. The Axis can disable and...

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The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defenses. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives.

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Features:

* Custom tank model (Sherman M4A3 – 100% fresh & hot)
* Custom sky shader based on ydnars shaderlab skybox
* New Textures (from BerneyBoys Texture-pack) & custom shaders
* Normalmapped (bump-mapped) terrain with foliage (stones, grass)
* Radiosity rendered lightmaps (8 stages)
* Level of Detail (LOD) custom tree models

Credits:

* BerneyBoy for his great Textures (http://berneyboy.planetquake.gamespy.com/)
* ydnar for his famous q3map2 (http://www.shaderlab.com)
* Prefab creators (http://wolfproject.dirtykillz.de/ and others)
* Everyone at the Splash Damage forum (http://www.splashdamage.com/ - you guys are great!)
* Special Thanks to IndyJones for Alphatesting & QA

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Changes from Beta to Final:

Fixed issues:
* Fixed construction crates (not disappearing)
* Fixed green/red light indicator at lift
* Fixed a few overlapping & hovering issues
* Fixed construction state of MG42
* Fixed missing morse sound of Command Post

New:
* Added an escape path for allies through the sewer
* Added an assault ramp and hatches to the roof at the gate
* Added more cover around the bridge
* Removed ability to place land mines on asphalt
* Added several voice outputs
* Added extra spawns for allies near the bridge after CP is built
* Added button inside the lift & the door are now crushing players


Contact:

pazur@gmx.de

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-=paZur=-


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Registered 12th August 2008

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