Capture Ze forward bunker!
<< 7 >>[HR][/HR]Wolfenstein: Enemy Territory is a free and open source multiplayer first-person shooter set during World War II and heavily focused on teamwork. More than a decade after its release, after spending countless hours of escorting tanks and trucks, stealing gold and radar parts and transmitting confidential documents, there comes a project which aims to relaunch and dust off a game which consistently refused to go down.[HR][/HR]
Welcome back to another sneak peek. This week we will move deeper into the bunker system of Bergen by Detoeni and also have a look at the northern courtyard.
But before we start with that I’m happy to adress the question by wolfETplayer.
The game minimization is actually already part of the SDL. However, since it’s not part of the vanilla game you will have to port it to RtCW.
Since nowadays the computers have gotten better there is really no harm in increasing the default hunkmegs. Actually it is a good idea to do so. However people getting kicked for hunkmegs have one common Error message. If the error messages differ then there is most likely a flaw in the current code base.
So today we want to move deeper into the bunker system. For that we will simply provide you with a few images showing some corridors, however due to the nature of a bunker corridor there really is not much need for commentary. One thing to keep in mind about the cortyard later-on, is that there is no blending between dirt and floor tiles in the doorways yet. It will come later and therefore you will see the rough transition in these images.
This week we want to try and include you, the community, a bit more into the development. After all, in the end it will be primarily you who is going to play this modification. To try this, we will be using a relatively simple issue, just to see how it goes.
The bunker system in Bergen has a very great layout,
which would allow the easy implementation of a useful, but game-changing feature:
MG nests in the bunker center
In this image you can see the entrance to the MG nest. It is located directly opposite of the generator room.
This is the view from the allied main route coming from the forward bunker.
This is the view from the axis main route coming from the eastern courtyard.
This implementation will contain one operable machine gun nest facing the corridor to the forward bunker and one facing the axis spawn exit courtyard.
This way it can be used by both teams to fortify defenses on the generator by having increased fire support on the main route.
There will be a slight impact on the simplicity of the structural mesh, however effective VIS-blocking will still be assured.
In the above image you can see the command map with the impact these MG nests would have on the map flow. The blue lines are the travel routes for the allied team to the generator and the red lines the axis routes.
The MG nests will be placed on the main route facing both teams and therefore play a crucial role in the control over the bunker center and access to the generator room.
For participating in the survey, please visit this Google Form and take the 30 seconds to click one of the three radio buttons (NO – YES – YES, but optional). If you have a different take on this issue you can leave notes in the fourth option.
If you do not have a Google account or do not want to log in, please feel free to leave comments here.
Thank you for following our project. If you are interested in joining our efforts please don’t hesitate to get in contact with us. You can leave a reply here, send me a PM or join our IRC channel.