Byzantine is a large, dual-objective, city-themed map. The original inspiration was the city of Istanbul, but it has since changed to a point where it no longer bears any resemblance to that city, save for a couple of place names.
- Dual objective - City themed - Built for 20+ players (minimum) - Both sides must cap two objectives - One objective is behind a dynamitable door, the second objective is behind a constructable wall/fence and must be disassembled (1.5 chargebar) first in order to uncover the returnable objective - 2 level command map - Overview graphic is included in .zip file or can be found at: http://planetwolfenstein.com/4newbies/maps/byzantine-summary.jpg
Recommended Player Load: 20+ players, large map. Has been tested on a 60-slot server and seems to hold up under a lot of people
- There is a passage thru the middle from the Docks to the Mosque, which has a team door on either end. Therefore, this can only be used if you have a covert with a uniform - The command post and forward spawn are near the Mosque. The only midfield East-West route is via the Mosque courtyard. The forward flag is placed halfway between the spawn points and the objectives for each side - Ammo and health cabinets are in seperate stores in the middle of the Covered Market (Kapali Carsi) - Stairwells into cistern level are labeled as Yerabatan Saray (Basilica Cisterns) and Cemberlitas Hamami (Cemberlitas Baths)
Long Name: Byzantine Short Name: Byzantine-final Summary: Thanks: - Everyone on the Splash Damage mapping forums for putting up with a lot of n00b questions - Mean Mr. Mustard for helping me figure out why my scripts weren't working - Drakir for a fabulous forward spawn point prefab w/ script as well as a couple other prefabs- highly recommend this (www.sikstrom.nu/rikard/prefabs.htm) - Hummer for making the trans_red version of the secret docs model, and making both versions of the gold - Seven_DC for a great neutral command post prefab w/ script (voima.dyndns.org/~seven/prefabs_neutralcommandpost.zip) - highly recommend this - ^WJ|Apple for some of his Dubrovnik textures (edits of some mediterranean textures from mapcenter.com) - Team Wolfjaeger for lots of creative input - Team Charter's Phalanx for additional input and for putting the map up on their server - Sock and his Simland site for some of the Egyptsoc_ textures - trh.searchturkey.com/iznik_tiles/ for graphics of Iznik tiles for the mosque - Art from Subverse (mapcenter.com) - MG42 prefabs by Deathstick (available from www.sikstrom.nu/rikard/prefabs.htm) - A few posters by Dawg - Trash models and textures from Black Rayne - Feedback, comments, and suggestions from a ton of people. For those who took the time to provide meaningful feedback, I tried to tastefully work your name into the map somewhere. Additions since last release: - Broke up the skyline somewhat (b3) - Added signage (b3) - Fixed the .sps file (b3) - Added the tracemap (b3) - Added clutter to the streets (b3) - Replaced all the windows (b3) - Created some more second story sections (b5) - Added 2 constructable machineguns (b5) - Revamped the two-teamdoor passage (b5) - Eliminated one major passageway along the east side of the map, the one which allowed teams moving from their spawn points to totally miss each other (b5) - Seperated Axis and Allied spawns into 2 seperate selectable spawn points each. (b5) - Added period posters at random spots in the map. Unfortunately, couldn't find any in Turkish (b5) - Clipped the crap out of a bunch of building tops (b7) - Changed the texture on the mosque from marble to white stucco. Should make it less bright for those who max out their competition brightness settings (b7) - Added ladder access from market interior to upper passage (b8) - Retextured cisterns and baths (b8) - Replaced models (normal and trans_red) and command map icons for radio codes and axis gold (b8) - Replaced construction crate command map icons for the radio/radar cabinets (b8) - Improved edge of map, by water (b8) - Opened up top of market (b8) - Added store fronts to outside of market (b8) - Started axis safehouse and dock warehouse doors constructed at game start (b8) - Open up more access to the roof of the covered market (b8) - Added storefronts to the outside of the covered market (b8) - Added more signage (b8) - Added more lighting (b8) - Fixed some light leakage in the German Embassy and the two rooms overlooking the Mosque Courtyard (b8) - Added a ramp of clip material in the baths to address issue of people getting hung up on the bottom stairs (b8) - Edited the objdata file to make it more apparent that this map is dual-objective and that each side has two objectives to capture and secure. You will see this when you are a spectator and open the limbo menu (b8) - Moved Allied constructible MG forward a bit (b9) - Added some more lighting and fixed light leakage (b9) - Added garbage cans and park benches (models from Black Rayne) (b9)
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