Castle DelMonte

Objectives --...

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Objectives

Allies Spawn originally inside the mountain at the bottom of a hill and need to capture the Guardhouse Flag to Spawn there. The Guardhouse spawn is much like the one on Oasis.

Axis Spawn originally in the Guardhouse infront of the Castle and must build the Drawbridge Lever Access Door in the opposite Guardhouse and the netural command post located there as well.

Allies need to capture the Guardhouse, Dyno the Drawbridge Lever Access Door, construct the command post and Build the Bridge across the Mote, also lower the Drawbridge.

Once Allies capture the Guardhouse the Axis Spawn inside the Castle Courtyard and must keep the Allies from entering the Castle and from Blowing the main Gate.

The Allies need to enter the Castle and Blow the Main Gate and capture the Courtyard.

Once the Main Gate is Blown the Guardhouse Spawn becomes permanent for the Allies.

On top of the Castle Roof is where the Key to the Heavy Water Facility Door is. Allies Can Not enter to get the Key until the Main Gate is Blown!

Once the Main Gate is Blown Allies need to Capture the Courtyard to make the Assault on the Roof easier. (This is a capturable flag that can be held by either team until the Key is taken to the Heavy Water Facility Door at which point the Courtyard becomes a permanent Allied Spawn).

Note: The Main Gate does not have to be Blown for the Allies to be able to capture the Courtyard, there are other entrances, once inside the Castle, for allies to get to the courtyard however the Main Gate can only be blown from the Drawbridge Side of the Gate.

If Allies capture the Courtyard then the Axis spawn on the Third floor in the Back of the Castle with access to the roof and the rest of the Castle.

Inside the Building on top of the Roof Allies can go inside the first floor of that building but Can Not enter the second floor where the Obj (Key) is until the Main Gate is Blown, i have it set up where the doors remain Locked untill the Gate is blown.

Once the Main Gate is Blown the Allies must press a button to unlock the doors to gain access to the Obj area. (there are 2 doors on the first floor of the Obj building and the buttons are located right next to the doors).

Once Allies get the Key Obj they must take it from the Roof to the First Floor of the Castle to the Back of the Castle where the Heavy Water Facility Door is located.

When the Allied Player reaches the Door with the Key Obj then that door is unlocked and the Player must press the button located on that door to open it.

Note: When the Key Obj is successfully taken to the HW Door then the Courtyard Spawn becomes permanent for the Allies and the Axis Spawn underground with access to Both Heavy Water Machines for defense.

The Allies Spawn at the Courtyard Spawn and must go to the underground area and Dyno Both of the Heavy Water Machines to win.

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Download 'castle_del_monte_alpha.zip' (28.5MB)

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Readme
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VERSION: ALPHA
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First Playable Release for evaluation and feedback for Possible Bugs, Missing Textures, Models, Playability ect...


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 IMPORTANT: HUNKMEGS
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*** IMPORTANT!!! *** Hunkmegs must be set to atleast 128!

Not recommended for players that have less than 256mb of RAM!

You can check your Hunkmegs setting by starting ET and typing "com_hunkmegs" In the Console, Press Enter.

You will get a message telling you what your current hunkmegs setting is.

You can change it by typing "com_hunkmegs 128" in the Console, Press Enter.

You will be prompted to restart ET for the change to take effect.

The Change will only take effect for the particular Mod that ET defaults to.

To change the hunkmegs setting for a different Mod you must either choose that Mod from the Mod selection menu or connect to the server that is running the Mod that you want to use and Enter the above commands in the Console.

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 More Help:
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If all else fails you can change it Manually by navigating to the Mod folder and Modifying the file named "etconfig.cfg"

Open this file in Notepad and click Edit in the menu and choose "Find" and enter "hunkmegs", it will find that setting and you can change it to 128, Save it and then the hunkmegs is now set for that Mod.

Examples:

This one is my Default ET Mod...

C:\Program Files\Wolfenstein - Enemy Territory\etmain\profiles\Jecoliah\etconfig.cfg


This one is my ETPUB Mod folder...

C:\Program Files\Wolfenstein - Enemy Territory\etpub\profiles\Jecoliah\etconfig.cfg


This one is my ETPRO Mod folder...

C:\Program Files\Wolfenstein - Enemy Territory\etpro\profiles\Jecoliah\etconfig.cfg


You get the Idea.


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 NOTES:
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Feedback can be sent to castle_del_monte@yahoo.com

Also feedback can be posted on the forums at http://bunker.aaxxss.com.

Direct link to the Map Areana section on Bunker Forums --- http://bunker.aaxxss.com/forums/index.php?showforum=5

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 Basic Information
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Author		: Jecoliah
Email address	: Castle_Del_Monte@yahoo.com



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 Map Information
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Game		: Return to Castle Wolfenstein: Enemy Territory
Title		: Castle Del Monte
Filename    	: castle_del_monte_alpha.pk3
Version                             : Alpha
Release date	: June 18th 2006
Decription   	: First Playable Release, this is my First Map.

Program		: SD Radiant 1.5.0, Mar 25 2006 release.
Compile time	: 3 hrs
Compile machine	: Bilt myself, P4 2.4Ghz, 768mb ram.


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 Special thanks and Credits to:
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 Detoeni, WeblionX and Massive over on Surface forums for all the help.  Also Special Thanks to Detoeni for the use of his models and his tutorials on ASE models.

Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.

And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.

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Texture/Shader Notes:
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If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.

I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.

Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.

Request to use any part of the Map or contents of the castle_del_monte_alpha.Pk3 file should be E-Mailed to Castle_Del_mont@yahoo.com.


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Copyright © 2006
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This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.

Copyright Permissions.

ID, Activision & Splash Damage. Original game rights.


END:

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Jecoliah


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Registered 23rd June 2006

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