This is the first public release of my map Decoder but some of you might have tried earlier test versions on the Night Watch server.
DL: http://www.pcgamemods.com/mod/17187.html
It’s currently on ‘heavy rotation’ on the exellent Night Watch server:
NW public classics+customs ( 83.142.49.106:27980 )
This is my first ever map so don’t expect too much! I’ve learned a lot when making this and there is much I would have done differently if I had to start over again. Please leave feedback here or in the Night Watch mapping forum: http://www.clan-nightwatch.org/modules.php?name=Forums&file=viewforum&f=6
Gameplay:
One thing that is a bit different about this map is that the axis can change the location of the objective at the start of the round. There are 3 possible locations for the decoding unit the allies are supposed to destroy. The allies do not know which of the three decoders is real and will have to find the secret document that reveals the location of the real decoder or just try to destroy all three decoders. (The voice-overs about the location of the real decoder can not be heard by the other team!).
Hints:[ul]-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
-It’s possible to enter the base through the sewer pipe by the bridge if you have an axis uniform![/ul]
Credits and thanks:[ul] -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 VÃ¥rum). Free for use by anyone[/ul]
Screenshots:





Todo:[ul]-Objectives not ticked as completed
-Fix some small light bleeds
-Amplify volume of voice overs slightly
-Improve surrounding mountains a bit
[/ul]
Changelog ->Beta 2:
[ul]-Added custom voice-overs for decoder location
-Added second doorway at the side off the long hallway
-Fixed a missing texture
-Fixed floating MGs
-Buttons now disappear when ‘move period’ times out
-Added some lights in the long shed
-Adjusted a door frame in the long shed[/ul]
changelog ->Beta 1:[ul]-Axis can now decide the location of the decoder during the first few seconds of the match
-Added text message to axis about decoder location in the first spawn
-Renamed Labs…included their color in command map name
-Added voiceover when spawn flag is captured
-Added grate in courtyeard since water is audible there
-Made the exit from axis second spawn more visible
-Add some cover in the hall inside main entrance to base
-Added another route into lab 3
-Added cover (tree) for MG fire between battlements and fence
-Adjusted light several places.
-Darkened unlit locations (lower minlight)
-Added some more props to Lab 2 and Lab 3
-Decreased size of pk3 file (~7 to ~5 mb)
-Fixed: Axis spawn light bleed
-Fixed: doc room light bleeding
-Fixed: light bleed in the tunnel that leads to the decoder book
-Fixed: light bleed in the shooting gallery:
-Fixed: in the covert ops water tunnel, there are several spots where the water “splashes”
-Fixed: The top of the team flags on the constructables don’t attach to anything:
-Fixed: Clip tap model in lab 1
-Fixed: It’s possible to get inside pipe in yellow hall:
-Fixed: It’s possible to get inside the pillars on the bridge
-Fixed: It’s possible to get inside of 2 of the 3 telegraph poles
-Fixed: The rear-right wheel of the truck is floating:
-Fixed: The bars covering the pipe in Yellow lab don’t reach to the top
-Fixed: Light in yellow lab floats
-Fixed: There’s some showing caulk in the roof above the corridor bend in lab 2.
-Fixed: Guard post brush has door properties and moves
-Fixed: 2 floating trees by allied first spawn
-Fixed: Remove possibility to go outside map (2 places?)
-Fixed: Can ‘float’ on top of ramp stone
-Fixed: In the covert ops water tunnel, there is a light spot on the ceiling / water
-Fixed: Can get stuck behind the wall by the fence
-Fixed: There is a wee tiny gap where the ground meets the main gate/entrance
-Fixed: You can get stuck behind the building that the command post is in
-Fixed: Possible to enter base by ‘running up the side’
-Fixed: Floating sign for Lab 3
-Fixed: At the main entrance, a bit of wood that is flush on the left side, but sticks out on the right
-Fixed: The Right MG nest in the Axis base isn’t flush with the wall
-Fixed: The left side of the loading dock is floating off the ground
-Fixed: When you exit the pipe into the main water area, the water doesn’t fully reach the edge of the wall (nor does the floor or ceiling)
-Fixed: Swim under the exit platform, right to the end), the water doesn’t touch one of the walls
-Fixed: The legs of the fence steps don’t touch the floor neither does one of the fench posts
-Fixed: The legs of the Allied ramp only barely touch the floor - there are huge gaps under them
-Fixed: The 3rd telegraph pole doesn’t have a “lid”
-Fixed: Tree next to the small pond where the trunk is half out of the ground
[/ul]
Tools used:[ul] -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
[/ul]


