Ludendorff Bridge

Description This is a brief, fierce fight on the Ludendorff Bridge, also known as the bridge at Remagen. The game ends when the map time...

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Description This is a brief, fierce fight on the Ludendorff Bridge, also known as the bridge at Remagen. The game ends when the map timer expires (20 mins), no sooner and no later.

At game end: Axis win if both bridge supports have explosives planted on them Allies win if neither bridge supports have explosives planted on them If one bridge support has explosives planted, the winning team is picked randomly

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Download 'ludendorff_110.zip' (11.05MB)

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File type	Map for "Wolfenstein - Enemy Territory"

Title		Ludendorff Bridge
File name	ludendorff_110.pk3
Map name	ludendorff
Version		1.1.0   (Created Jan 2006)
Author		2Bit    (www.tibetclan.com)
Other maps	The Breakout, Glider Assault, TankBuster, British Bulldog, 6Flags, 2Tanks, 110 Factory
		- available from www.tibetclan.com or www.pythononline.co.uk/et

Nbr of players	Recommended minimum team size: 4 players
		     "      optimum team size: 8 players
		     "      maximum team size: 16 players

Installation	Put the pk3 file into the etmain folder.


	
The map has many novel non-standard features:

		The Tank can be damaged, repaired and driven by both teams.
			If controlled by Axis, the tank will advance westward across the bridge.
			If controlled by Aliies, the tank will advance eastward across the bridge.
			If players from both teams are beside the tank, it will stop.

		There are 3 forward spawn flags across the span of the bridge.  Forces can only respawn at the
		furthest flag in an unbroken chain of flags - that is, if the enemy retake a flag between your
		base and the furthest flag your team has captured, the flags beyond the one just lost are cut off
		and your team cannot respawn at them.

		Eg in this example, the Allies can only spawn as far forward as flag 1:

		Allied Base	Flag 1		Flag 2		Flag3		Axis Base
		(allied)	(allied)	(axis)		(allied)

		For each flag captured, the capturing team's respawn time increases by 5 secs.
		For each flag lost, the losing team's respawn time decreases by 5 secs.

		This represents the difficulties in maintaining supply lines, and assists the weaker team which
		has been beaten back to its starting point.  Now its respawn time is 10 secs and the enemy's is 25 secs,
		aiding the weaker team in fighting back.

Gamemodes	Objective, Stopwatch.

Thanks to	Splash Damage and Activision.
		Detoeni and Drakir for the excellent vehicle models.
		Amethyst7 for the great skybox.
		Anyone else I've missed who may be the author of bespoke textures that have found their way into the map.
		TibeT Clan for invaluable testing and feedback.

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{TibeT} 2Bit


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Registered 14th November 2004

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