This is ‘Decoder_beta3b’ the second public release of my map Decoder.
DL: http://www.pcgamemods.com/mod/17991.html
The major complaint about the last version was the ‘corridor of death’ inside the axis base where the axis would camp with an MG and slaughter the poor alies as they tried to enter the base. I’ve tried to correct this by adding some more cover in the corridor and I’ve also added a truck in the the ‘courtyard’ which should also give the allies some more cover. During testing this seemed to improve this phase a lot.
Never got around to updating the command map when the allies discover the location of the real decoder…I’ll try to include that in the next version!
(There was a beta3 that saw a limited release and the only change for beta3b was the removal of a misplaced (and non-working) MG model)). :disgust:
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 clan matches
-Thanks to -Wags- for finding lots of small bugs
-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]-Fix some small light bleeds
-Update command map when allies find decoder location
[/ul]Changelog Beta2->Beta3b:[ul]
-Crates in the corridor to make the MG less usefull there
-Added a truck model inside the main gate
-Brighten whole map slightly (_minlight)
-More light entities in the courtyard
-More light entities around both outside spawns
-Removed one MG
-Further limited the range of the mounted MG
-Made the main gate a little wider
-Fixed some buggy textures on the brushwork
-Improved illogical shadows around allied 1. spawn…
-Fixed clipping around models
-Removed wall above entrace to long coridor
-Moved crates behind truck slightly
-Added some crates in the hall to lab 3
-Removed a tree and added a bush by the fence
[/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]
its still the yellow decoder? 

