Decoder

Objectives --...

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File Description

Objectives

# The allies are to locate and destroy the real decoder device # The axis must protect the real decoder and the document that reveal its location

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Download 'decoder_b3b.zip' (6.47MB)

Readme
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 Basic Information
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Author		: Leif Hugo 'Life' Vårum
Email	:	leifhv
address	: 	@yahoo.com

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 Map Information
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Game		: Return to Castle Wolfenstein: Enemy Territory
Title		: Decoder_Beta3b
Filename            	: decoder_beta3b.pk3
Version                             : Beta 3b Version
Release date	: 30/12/2005
Decription	                     : Second public release of a map with relocatable objectives.

Installation	                     : Place the decoder_beta3b.pk3 in your etmain folder, select it from the multiplayer->create server menu or
                                            bring down the console and type: map decoder_beta3b


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 Additional Map Information/Credits
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Credits and thanks:
	-Thanks to Splash Damage/ID Software/Activision for a great game
	-Thanks to NW.MadMatt and NW.Superdeformed for the great voice-overs!
	-Thanks to NW.MadMatt for voice-over post processing!
	-Thanks to NW.Ferrolux for promo work!
	-Thanks to clan Night Watch for patiently trying out each new version I threw at them
	-Thanks to clan VPL for helping us test the map in a match
	-Thanks to -Wags- for finding lots of small bugs in the last version
	-Thanks to Loffy for letting me have a look at the 'Duplex Tower' map file
	-Thanks to Ifurita for sign-template texures and all the work he has done for the ET community (both mappers and players)
	-lh-alliedposter taken from NASJONALBIBLIOTEKETS online public archives ( http://www.nb.no/baser/krigstrykk/ )
	-lh_darkconcrete3, lh-grass2 and skybox by me (Leif Hugo Vårum). Free for use by anyone[/list]

Gameplay hints:
-Allies should probably build the ramp so they can attack the main gate or flag from two directions
-A covert might be usefull for allies. (Blow up the the fence, provide smoke cover inside main gate, 
sneak in and look at the documents)
-Axis must decide if they want to defend only the real decoder or set up a 'fake defence' by the other decoders


Changelog ->Beta 3b:
-Crates in the corridor to make the MG less usefull there
-Added a truck model inside the main gate
-Brighten whole map slightly (_minlight)
-More light entities in the courtyard
-More light entities around both outside spawns
-Removed one MG
-Further limited the range of the mounted MG
-Made the main gate a little wider
-Fixed some buggy textures on the brushwork
-Improved illogical shadows around allied 1. spawn...
-Fixed clipping around models
-Removed wall above entrace to long coridor
-Moved crates behind truck slightly
-Added some crates in the hall to lab 3
-Removed a tree and added a bush by the fence


Tools used:
-GtkRadiant ( http://www.qeradiant.com/ )
-Q3Map2 ( http://www.shaderlab.com/ )
-The Gimp ( http://www.gimp.org/ )
-Visual C++ compiler (For text file processing) 
-Visual Sourcesafe (Microsoft)
-Zip utility from Info-zip (http://www.info-zip.org/pub/infozip/)
-TerraGen (for skybox) free at www.planetside.co.uk/terragen

			
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 Problems still to be resolved
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-Fix some small light bleeds
-Update command map when allies find decoder location

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 Testing
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Please leave feedback in the Night Watch mapping forum: http://www.clan-nightwatch.org/modules.php?name=Forums&file=viewforum&f=6

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Copyright © 2005
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.

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Leif Hugo 'Life' Vårum


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Registered 20th November 2005

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