Bloody Omaha


(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_b1.pk3
Version : Beta 1
Release date : 22/05/2008

Installation : Place the bloody_omaha_b1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: /map bloody_omaha

Download:
http://returntocastlewolfenstein.filefront.com/file/Bloody_Omaha;90405

Screens:








Thanks to everyone that helped me out : )


(DeatH) #2

Looking good TNR, what kind of FPS do you get on it?

By the way thanks for the other map :wink:


(mrfin) #3

ah! - a quality beach map! - looking forward to looking at it later
am visiting the real omaha beach in July :slight_smile:


(molotov) #4

The background noise in the base is very annoying. It is similar like your first try was with Caen3


(TNR360) #5

ok will fix for next beta, it’s just a wind sound effect that in et

although its not that loud, it shouldnt be noticeable when playing with more people


(pazur) #6

Looks great. Looking forward to play it :slight_smile:


(TNR360) #7

[QUOTE=DeatH;177575]Looking good TNR, what kind of FPS do you get on it?

By the way thanks for the other map ;)[/QUOTE]

I get 60 throughout the map


(P4nth3r) #8

Damn, I had the idea to conver this map like 3 years ago, but I just can’t map. =P
Very nice that somebody finally did it. =)
I’ll check it out soon.

Greetz Way2Evil a.k.a. SDP|Panther


(Avoc) #9

Hmm, yes. Perhaps you get 60 FPS throughout the map, but judging from the screens, those 60FPS might drop fast on a server with 32 players with mortars, airstrikes, arty supports, panza’s and nades flyring around.
Perhaps you should give it a thicker fog.


(P4nth3r) #10

I get around 40 FPS on th beach with a AMD 3000, 1GB mem and a Radeon X1650

But I really think the map turned out great, here and there some leaks, but it is still beta right?
Also I would like to suggest to make the shingles destroyable by satchel change cause the covert ops don’t have much to do in this map but snipe. (maybe a axis door somewhere would be nice too)

Keep up the good work. ^^

Greetz Way2Evil a.k.a. Panther


(TNR360) #11

yea I was thinking of axis doors and well I do need to fix up some brushes, and I like the satchel idea.

I was also thinking if the map is too hard for allies about opening up that mid section but I havent had a chance to play at all :frowning:


(TNR360) #12

any active servers running this map? I really want to give it a try now :stuck_out_tongue:


(Dlug!) #13

Looks nice but im afraid of distance:

imo its too long or maybe its just the screen

// offtopic

r u gonna to fix caen3 which u started?

http://splashdamage.com/forums/showthread.php?t=15106&highlight=caen3


(ailmanki) #14

I played it shortly, the beach is quite long

e.g. on a public server with 40 players… and like 6 snipers defending, its hard to cross the beach…

So I have not putted it on a rotation. It really needs some forward spawns… something to shorten the way…
maybe let the engi construct a little hut on the beach… idk … something to half the distance…

Also something I really dislike, there are some places where it looks like one can walk too, but then there is a invisible wall. well if it would be at the borders of the map, but its just in the middle where one does defend


(TNR360) #15

there’s a flag allies can take just before the barbwire at the other end of the beach?

from what I’ve played on axis I found it difficult to see most of the allied players until they’re 3/4s up the beach and if I did see them earlier, hard to hit, of course it must be the same for the other end in many ways, but there is a way across.


(macbeth) #16

yes i agree i tested it and the beach is really long
keep the good work anyway


(P4nth3r) #17

What I would love to see, is instaid the hills that are now on the sides of the beach, you should make something like mines that just blow up any player that moves to far to the sides.

Indeed it is a long way up the beach, but that is the cool part, maybe give some more cover with fog or just make the flag so it can’t be retaken as soon as the shingles are blown up.

I would love to play this map in a crowded server. ^^

Greetz Way2Evil a.k.a. SDP|Panther


(Pytox) #18

Nice map TNR!
ps: aren’t you still able to work on stalingrad? :smiley:


(TNR360) #19

[QUOTE=Pytox;177713]Nice map TNR!
ps: aren’t you still able to work on stalingrad? :D[/QUOTE]

I don’t think I have the time for a large project like EF anymore sorry