[MAP] (Bramburg)- Dam Revenge V2 - Released


(Tardis) #1

This is a conversion of Bramburg Dam (mp_dam) designed and released by Splashdamage for Return to Castle Wolfenstein. It is based on the corresponding map ‘dam’ which was part of RTCW 1.0 single player campaign. All credits go to the developers at Splashdamage who designed this great map for RTCW, so in no way you are allowed to make money with it.

This is a map conversion.

Dam Revenge V2

//scenario information
Allied - “Prevent the Axis forces to destroy the Dam and Steal The Important Documents.”
Axis - “Steal The Tank to Gain access to the Allied Dam and Steal The Important Documents.”
Neutral - “Axis forces are attempting to re-capture the Bramburg Dam . Axis forces have to make there way through the Allied Defences, blow up the main doors and repair the Generator and Escape with the Documents, Allies must prevent this from happening!”

// Axis Objective Descriptions
1 “Primary Objective:**The Tank must be stolen in order to blow open the doors of the Dam to get to the Allied Documents secured within.”
2 “Primary Objective:**Blow Dam door.”
3 “Primary Objective:**Blow Big door.”
4 “Primary Objective:**Steal The Documents.”
5 “Primary Objective:**Repair the Generator”
6 “Primary Objective:**Escape with the Documents.”
7 “Primary Objective:**Blow Pressure Pipes.”
8 “Secondary Objective:**Build Command post.”

// Allied Objective Descriptions
1 “Primary Objective:**The Tank must be stopped from reaching the Dam and allowing the Axis to gain entry to the Dam.”
2 “Primary Objective:**Prevent the Axis from using the Tank to blow open the Dam doors”
3 “Primary Objective:**Prevent the Axis from using the Tank to blow open the Big doors”
4 “Primary Objective:**Prevent the Axis Stealing The Documents.”
5 “Primary Objective:**Destroy the Generator”
6 “Primary Objective:**Prevent the Axis Escaping with the Documents.”
7 “Primary Objective:**Prevent the Axis from Destroying Pressure Pipes.”
8 “Secondary Objective:**Build Command post.”


Version 2
ALL FIXED

warning: music file sound/world/rain_hard.wav is not 22k stereo.
removed use less textures and sounds and md3’s.
optimized VIS and made the map less dark.
Opened more windows on Allied spawn.
also made main allied door a double door.
added allied only door to 1st truck barrier to allow access to 2nd truck barrier.
fixed leaks and texture missing / (mirror refection) bugs.
steam lining game script and shaders .
cm_pipes icon fixed
bots have problem with the elevator switch (causing errors) , fixed elevator - the rest is down to Ominibot !.
you can go up over the hill onto the roof of the dam building and camp over the allies spawn , fixed via adding a allied roof exit .

added few other ways in to the generator room - changed to a German truck were you pick up the documents
added new door / exit near allied spawn + roof exit
changed door shaders to correspond for / to right off access
fixed the .sounds file
removed useless doors in generator room added in more Heath and Ammo Boxes.
Auto changed Spawn to CP area (Axis) when tank as blown the 2nd big door (Tank as ended its spline)
Tested on ETPro / Silent / NQ

Thanks For HarryHomers for Testing
Thanks For Raybanb for the flame shader and candles
Thanks For Praetoria usage - praetoria/foliage/foliage_treeline_03_cntr
Thanks B.B.C for Dr Who and all related images. All Rights Reserved - The British Broadcasting Corporation.

This is version of this Map is for Dave a.k.a Harry Blaster - Gone but not Forgotten - Joined The Clan 05-06-2006 Went Missing 27-03-2009
R.I.P - Harry Blaster (Dave)

Cheers,
Tardis (Harry Tardis) a.k.a. Daniel Jones


ScreenShots




















Download
www.dbjonescomputers.co.uk/et/dam_revengev2.pk3


(Teuthis) #2

Wonderful map. Awesome this map conversion. And I like the shrine to remember a clan member that passed away. Very nice work here, not only from SD but also from you Tardis.

Knowing that SD developed the first map my first impression was that now more than a decade later we are more focused on the details as SD developers were in the first days :slight_smile: some details are missing here and some blending would not hurt either. But that’s how SD handled it back then…

Great work


(macbeth) #3

some colours missing


(jay1110) #4

clean up your etserver mcbeth, the texture you post wich is missing is not missing in a clean install of et.

But there are 2 other things missing.

btw: nice work, thx for the map.


(macbeth) #5

[QUOTE=jay1110;559360]clean up your etserver mcbeth, the texture you post wich is missing is not missing in a clean install of et.

But there are 2 other things missing.

btw: nice work, thx for the map.[/QUOTE]

our et /silent /server install is perfect so for sure it is not the server side lol


(jay1110) #6

use a clean install and test again. then you see the bug you posted doesnt exist.


(macbeth) #7

i have a friend mine how had the same textures missing and he is ET mapper , i added a second pic


(jay1110) #8

so you didnt try it with a clean install of et? A clean et means there should be only pak0.pk3, mp_bin.pk3 and the map in etmain. then start your et. go to host game. choose the map and watch your missing texture. Then you will see the texture is for **** sake not missing lol.
the second screenshot i see too :stuck_out_tongue:


(Tardis) #9

models/mapobjects/blitz_sd/blittzbody_dammaged is that a core ET file ? so no idea why it is asking for that :rolleyes::confused:

As for the FG42 HarryHomers have used this fix for years for that

Download

www.dbjonescomputers.co.uk/et/zz_fg42_fix2.pk3

Running Fine on 5.77.47.213:28360 - NoQuarter

https://www.harryhomers.org/et/forum/index.php


(macbeth) #10

[QUOTE=jay1110;559365]so you didnt try it with a clean install of et? A clean et means there should be only pak0.pk3, mp_bin.pk3 and the map in etmain. then start your et. go to host game. choose the map and watch your missing texture. Then you will see the texture is for **** sake not missing lol.
the second screenshot i see too :p[/QUOTE]

Jay i have a special ET folder to can test the maps and it is a clean one , i only have the map i wanna test and the game pk3
will ask others to test
thanks


(macbeth) #11

[QUOTE=Tardis;559366]models/mapobjects/blitz_sd/blittzbody_dammaged is that a core ET file ? so no idea why it is asking for that :rolleyes::confused:

As for the FG42 HarryHomers have used this fix for years for that

Download

www.dbjonescomputers.co.uk/et/zz_fg42_fix2.pk3

Running Fine on 5.77.47.213:28360 - NoQuarter

https://www.harryhomers.org/et/forum/index.php[/QUOTE]

yes i use this one


(KeMoN) #12

The screenshots look great.
I will give it a test in the next few days and come back here for feedback :slight_smile:

The dedication of the map is a very nice gesture of you.

I will post something more constructive once I’ve tested the map.
Cheers


(jay1110) #13

we tested the map on server with arround 30 players, the objective is great.
The Axis spawn on cp is hard to get outside. A bit small for that amount of players and if there is arty on door outside, flamer and sniper.
If the tank arrived and blowed up the door, it would be nice if there is a next spawn. Because the truck has a far way from cp to the truck.
I added more time and we got the obj done. Works all well.
FPS are fine in any place.


(Mateos) #14

Great work as always! :smiley:

I believe SD just worked on ET, not RtCW ^^’ Map design might be from id Software then


(pr0t3st) #15

This just a scam. This ‘release’ as well as the posters’ first release here are an altered copy of my conversion “Bramburg Dam beta1” which I released in 2007. Even the textfile in the .pk3 is largely a copy&paste job, tough the poster removed my email that my conversion of 2007 contains.

See for yourselves:

http://wolfenstein4ever.de/index.php/downloads/viewdownload/15-et-maps/1204-bramburg-dam-b1-et-dam
http://forum.splatterladder.com/index.php?showtopic=6965
http://forum.splatterladder.com/index.php?showtopic=6962

Actually I wouldn’t mind but I saw you are dedicating ‘your’ work to a deceased person. I find this a questionable behaviour, that’s why I spoke up.


(KeMoN) #16

While it is nice to see old mappers coming back, I hardly understand your argument.

[QUOTE=Tardis;535828]This is a conversion of Bramburg Dam (mp_dam) designed and released by Splashdamage for Return to Castle Wolfenstein. It is based on the corresponding map ‘dam’ which was part of RTCW 1.0 single player campaign. All credits go to the developers at Splashdamage who designed this great map for RTCW, so in no way you are allowed to make money with it.

This is a map conversion.[/QUOTE]

The last sentence sums it up quite well: “This map is a conversion” and by the way, so is yours. Both your maps are largely based on an existing map from RtCW and by no means do you hold the exclusive right to convert an existing RtCW MP map to ET. I do not want to discard the amount of work that went into your version of Bramburg Dam, because I do understand the workload of a map. However, to be honest you can hardly take credit for the existing structures that you ‘copied’ (to use your words). In his post he made it quite obvious, that the credit goes to Splashdamage for their original map. The map that you also used as a base for your ‘conversion’, so claiming the whole Bramburg Dam setting is your creation is quite a bold move.

I haven’t checked the ReadME, but if it is really a copy/paste of yours and if he really used your conversion as a base and not the original map from Splashdamage, then I agree with you that a note in the credits would’ve been the proper thing to do. Nevertheless, Splashdamage remains the original author of the map that the both of you converted and he credited them appropriately.


(pr0t3st) #17

First of all thank you for your reply, I appreciate every input altough I have to admit I expected to see the OP speaking up. As you are having trouble understanding my argument, let me help you with that.

I haven’t checked the ReadME

No, you have not. It would have been the proper move though, especially before leaping to someone’s defense. Never mind, let me do that for you:

Bramburg Dam (et_dam) Beta 1 for ET

This is a conversion of Bramburg Dam (mp_dam) designed and released by Splashdamage for Return to Castle Wolfenstein. It is based on the corresponding map 'dam' which was part of RTCW 1.0 single player campaign. All credits go to the developers at Splashdamage who designed this great map for RTCW, so in no way you are allowed to make money with it. I left layout and gameplay widely untouched. This map conversion was built for fun only, so don’t expect much from it. I’m just a hobby mapper. ;)

Probably best played with a maximum of 6-8 players per team, as the map isn't very large and gameplay extends only to a limited part of it (most of the axis side of the dam isn't really involved). The map surely isn’t suitable for large public servers with 30+ players. Stopwatch-mode should be cool, having map concept and objectives layout in mind.

Few notes: 

1) There is a map-entry called "et_dam" in the database of splatterladder.com, however, there is no info or download-link and I have never ever heard of such a map before or seen it somewhere for ET. So, if there's a conversion out already that I'm not aware of ... here's another. So what, it's just a fun project anyway. :)

2) Yes, this map is dark. So was mp_dam.

4) Changes:
- mapscript & several entities related to spawning reworked to fit ET needs.
- timelimit raised by 5 min to 15 min. 
- some RTCW-only textures replaced by ET-textures
- most RTCW-sounds replaced with comparable stock ET-sounds
- most RTCW-models replaced with comparable stock ET-models
- terrain re-textured using DotProduct2 shader + Alpha Fade system. Credits to Simon "Sock" O'Callaghan.

Why a beta?

Simple: I have no clanmates for map-testing as I have no clan. You’re the guinea-pigs.

Ah yes, the commandmap is crappy, no doubt. If you’re a Photoshop-guru and want to help out: you are welcome, I'll send you the tracemap! (I’m serious!)

If there's no input at all, I'll just see what errors I can find myself and throw out a 'final'.

Contact me for error reports or suggestions: [email]urachus@web.de[/email]



Cheers,
pr0t3st a.k.a. Ramon



To-Do list:

- add splashdamage-logo (poster?)
- fix textures here and there 
- Add texture-layer (moon) to sky-shader?
- do better terrain lightening/alpha- and phong-shading, maybe
- get a better command map … hmmh
- fix camerascript for the spotlights at the dam towers. They do some
  weired movements at mapstart. :P


If you had done it you certainly had noticed that that quote of yours above is actually my textfile, word by word. That is almost funny now as you use it to carefully lay out in front of me that I have no exclusive rights, that the credit goes to SD etc. Thank you for that, but as you can see I knew that already, I knew back in 2007. For the rest, due to gameplay, texture and shader alterations he or his affiliates must have done some work on their own, that is undisputed. Still, finding my words of the textfile that is included in the 2007-.pk3 in conjunction with this release is leaving me unhappy. Finding files with the same ‘modified’-timestamp of 25.07.2007, 13:39 in both my work of 2007 and his work of 2015 does not comfort me as well. Claiming to know the workload of a map, even if it is just a conversion, and considering it is not my map of course and everyone can do a conversion and all rights and credits remain with SD, I hope you can understand that.

In his post he made it quite obvious, that the credit goes to Splashdamage for their original map. The map that you also used as a base for your ‘conversion’, so claiming the whole Bramburg Dam setting is your creation is quite a bold move.

Please consider the fact that I made that obvious in 2007 already, see code section above. Saying that I claim the whole setting as my own creation is entirely unfounded, it is simply not true. I have said it is an altered copy of my conversion, and that’s for everyone to see.


(KeMoN) #18

Hahaha :smiley:
Okay, I certainly have to apologize to you. I hope you do understand that from my perspective it looked like you claimed that he stole your Bramburg Dam map concept and not your conversion. I felt like I had to say something that you can’t be protective of the map concept, since you also converted it from SD. I didn’t realize that he based his work completely on yours, but rather thought he made another conversion of the same map that you made a conversion of.
I see the flaw in my thinking now and I apologize.^^ You definitely deserve credit for your work. To explain the laughing above, I didn’t really expect the readME was actually a copy/paste (except for your email). I thought that was an exaggeration for effect.

Oh well, I realize I was wrong. Let’s see if Tardis answers to this thread.