Bloody Omaha Beta 2


(TNR360) #1

MoHAA conversion with my own things added in.

“The Allies have landed on Omaha beach, the objective is to take over the area. By taking out the two Flak88 guns at the top of the beach they will be able to clear the path for armor.”

README:

Basic Information

Designer: TNR360
Contact: ski6592@hotmail.com
Web: http://tnr360.f-sw.com/

Map Information

Game : Return to Castle Wolfenstein: Enemy Territory
Title : Bloody Omaha
Filename : bloody_omaha_b2.pk3
Version : Beta 2
Release date : 22/05/2008

B2 changes-

  • mid section of seawall to be destroyed by dynamite
  • side seawall on left can be destroyed with satchel
  • added command post with health and ammo cabinets
  • opened mid section between the two bunkers (mined)
  • replaced clips with minefields
  • fixed floating tank trap and some brushes
  • distributed axis spawns among many different selectable areas
  • distributed allied spawns, each different higgins boat has 4 spawns and can be selected

Installation : Place the bloody_omaha_b2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: /map bloody_omaha_b2

Download:
http://files.filefront.com/bloody+omaha+b2zip/;10654647;/fileinfo.html

Screens:









(th0rn3) #2

Niiiice! Looking forward to test it.


(TomTom7777) #3

Really nice work on the minefields, no exploits found so far

one trigger_hurt slightly too large or something. I get killed standing on the lefthand small tower (608 -13874 12). Go /god it sounds like it is the barbwire (initially thought it was a “mine”). but it is very small in area.
Going god does exposed a few texture edges and the ends of the map. Still looking for the sign “by the time you read this you will be on the kick list for cheating” :smiley:


(TNR360) #4

[QUOTE=TomTom7777;178497]Really nice work on the minefields, no exploits found so far

one trigger_hurt slightly too large or something. I get killed standing on the lefthand small tower (608 -13874 12). Go /god it sounds like it is the barbwire (initially thought it was a “mine”). but it is very small in area.
Going god does exposed a few texture edges and the ends of the map. Still looking for the sign “by the time you read this you will be on the kick list for cheating” :D[/QUOTE]

aaww crap, there’s one tiny corner of a trigger hurt sticking out on the small tower… shouldnt be too much of a problem I hope


(TigerFoe) #5

looks pretty damn cool, will have to check it out!


(TomTom7777) #6

TNR360 said:

aaww crap, there’s one tiny corner of a trigger hurt sticking out on the small tower… shouldnt be too much of a problem I hope

Thats OK I’ll see what I can script over it (a func_fakebrush maybe a small md3). I’ll script the non-Fritzbot specific stuff first and put the file by itself on my site before porting my _b1 FritzBot waypoints later this week. (I.e. script changes for etpub, etpro etc. but untested).

I did find one path through one mine field but I consider it a feature and will have the bots use it sometimes if I can prevent them using it ALL the time. Still its too bad engineers can’t plant mines …


(P4nth3r) #7

Good to hear you took most of the advise from the people here.
I’ll check out the map as soon as I get home.

Greetz Way2Evil a.k.a. Panther


(TNR360) #8

[QUOTE=TomTom7777;178513]TNR360 said:

Thats OK I’ll see what I can script over it (a func_fakebrush maybe a small md3). I’ll script the non-Fritzbot specific stuff first and put the file by itself on my site before porting my _b1 FritzBot waypoints later this week. (I.e. script changes for etpub, etpro etc. but untested).

I did find one path through one mine field but I consider it a feature and will have the bots use it sometimes if I can prevent them using it ALL the time. Still its too bad engineers can’t plant mines …[/QUOTE]

I think I know which one you’re talking about, that one is passable with luck or lots of tries, that was intentional.


(TomTom7777) #9

Once you know where it is it’s very easy so long as you don’t get any splash damage kickback. (And you are rather exposed…)

Ok the script fix for the trigger_hurt tower leak is here. I have tested it in Jaymod 2.1.7. It works the same as in FritzBot.
In theory it should work in some version of ETPro but mine was so so old or bad that it did not. (of course lacking qagame_mp_x86.dll in the folder would explain that too! :o) Also tried the plain Bobots 4.05 without Jaymod to no avail. . Don’t forget to rename the file as .pk3. I’ll drop a copy into my Filefront page as well (but won’t submit it)
.


(DeatH) #10

First impressions of the Beach are good. I like it a lot.

-You could however sink the ends of the boat traps into the sand so they are easier to walk onto/over.

-Some of the textures need rotating like wood etc. Especially the trench wood on the outside as you are approaching from just off the Beach.

-The door leading into a room full of bunks goes into the skirting when you open it.

-No offense but some parts of the map around the back seem open/empty/block like. The ruins at the back could be a lot more detailed with ruble for example.

-Don’t know if it’s just me but the doors seem to be huge.

-I loved the sound on the Beach at the start, nice effect. Maybe some German voices/random gunfire sounds at the back of the base?


(TomTom7777) #11

I have had a few discussions with TNR360 on history of Omaha beach. Rubble? by all accounts they missed the beach and much of the bunkers, Shells fell further inland. Any damage would have been many days and weeks old from bombing. And given the solid walls what small arms fire would they hear until the allies are at the shingle? IMO just the sound of shells and planes flying overhead unseen.


(TNR360) #12

I’ll try adding more detail in the back bunker area, but not much rubble.

If the tank traps are too deep into the sand it wont serve as good cover.

the doors are huge xD

I’ll keep the wood textures in mind

Im sure I got a german war sound somewhere too :smiley:


(TomTom7777) #13

[QUOTE=TomTom7777;178529]
Ok the script fix for the trigger_hurt tower leak is here. I have tested it in Jaymod 2.1.7. It works the same as in FritzBot.
In theory it should work in some version of ETPro but mine was so so old or bad that it did not. (of course lacking qagame_mp_x86.dll in the folder would explain that too! :o) Also tried the plain Bobots 4.05 without Jaymod to no avail. . Don’t forget to rename the file as .pk3. I’ll drop a copy into my Filefront page as well (but won’t submit it)
.[/QUOTE]

Figured out why ETPro was not working so there is a new version tested in ETPro 3.2.6.

TNR360:

I’ll try adding more detail in the back bunker area, but not much rubble.
. Had a couple of minor ideas there that I can script in the next FritzBot waypoint for show. But a separate idea might be to add real graffiti like

Es kann nicht jeder Feldherr sein,
doch jeder sei Soldat.
Ein jeder Mann in unsern Reih’n
sei General der Tat.

not everyone can be a warlord
but everyone is a soldier.
everyone of us
is a man of action

Lot better than a banner of “Auftrag vollendete” huh :smiley: