README! La Rochelle
Map Name: Rochelle_b2 Author: Ifurita and Brevik Build Time: ~110 Hours Status: Beta 2 Number of Players: 12+
Credits Detoeni: Torpedo and submarine models: Midnight Oil and the rest of the WolfProject crew: Locomotive, coal car prefabs) Brevik: Submarine Pen, overall architechtural design Leno: Flak 37 model Chruker: Garage doors and tags for sub model Hummer and Shield: Command map icons for crane and hand, as well as scripting guidance for the crane ShitStorm and the numerous clans affiliated with www.et1337.net for extensive testing, scrimming, and feedback
Scenario: "The US 8th Air Force has failed to take the heavily fortified U-Boat pens at La Rochelle out of the war so the Resistance has smuggled a strike team into the base to destroy the target from the inside.
The team must take the crane control module from the loading docks to the control room on the middle platform, use the crane to transfer explosives from a munitions train to the submarine, and use them to destroy the two submarines inside."
Objectives: Phase 1: (Starts completed if playing Stopwatch) - Activate the crane controls by taking code module from Loading Docks (1) to Railyard Control Building (2)
Phase 2: - Control the switch in the Railyard Control Building (2) long enough to move the pallet of explosives from the munitions train (3) to the submarine pen (6)
Phase 3: - Dynamite the two submarines docked inside the submarine pen
Other Notes: - If the allies build the CP, they will gain access to the sub pen via the loading docks - If the axis build the CP, they will be able to spawn in the east pen barrack room
B1 to B2 - Dyno lights sub properly - Reduce height of railings slightly, so that you can shoot over them easier - Move controls building a smidge closer to allied spawn - Move north supports by controls building a bit to block shots from the axis spawn - Added voice announcements "switch lowered' and "switch raised" - Rearranged some cover by the first platform - Added dyno side door to building 3 (the first one by allied spawn) - Changed arrangement of some train cars - Think any issues with dyno falling thru sub are fixed - Moved CP into a side room so that it cannot be dyno'd from the catwalk - Added ammo and health racks in Workshop 2, only available in Campaign and Objective - Moved North rail supports to partially block direct fire from Axis spawn into control bunker - Added target_locations
A2 to B1 - Added some sounds - Fixed crane path moving thru the wall - Made gameplay dependant on gametype; Phase 1 (cap) starts completed and timelimit goes to 15 for stopwatch only
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