I fixed his stars for ya
[MAP RELEASE] Dingenskirchen - a tribute
Hello everyone,
The release is now two months old and we haven’t received any game breaking bug or glitch reports. That is why we decided to release the sources of both versions now. Both versions have been built using NetRadiant, so it might be possible that you encounter problems when loading them into GtkRadiant. Click herefor further information about that issue.
If you decide to work on another version of this map, we would be happy if you would drop us a line here to notify us. We strongly advise you against using the B1 source to build a new map upon. This version has severe flaws which have been fixed in B2.
Cheers
Wow!Thank you for the source files! Not much map creators are actually releasing them.
Glad to see interest in the source files. I’m curious to see if people will make something out of it.
Yes, that is too bad really. For example for Legacy it would make things a lot easier. I would be highly interested in the Warbell source to port it as well.
But I also understand why people don’t want to release their sources. You take the risk that someone screws everything over and transforms your map into a supergoldrush clone.
Unfortunately, I don’t have a fanpage Magic, only the modDB profile
I need me one of those nice sites like the one you have.
I messaged McNite once and got a reply back with the source for the waterfall in Warbell, so maybe he’s still reachable. This was back in 2008 though…
I tried registering at his clan’s forum and sending him a PM some years ago, but no success.
But giving you the waterfall source at least means that he is partially willing to release his source. Maybe there is hope^^
Hi there,
thanks for the interest in this map.
A few posts above you can find a post by @Mateos with omnibot files.
Please let us know, if there should be problems with them.
Hope you enjoy playing DIngenskirchen.
Dingenskirchen - A Tribute (beta 7)
First of all, a huge thank you to the UJE clan for play-testing betas 3, 4, 5 and 6 and powering through several server crashes caused by me. While I’m saying thank you, let me give another huge thank you to @phisherman and @BackSnip3 who have been with me since the very start and guided me through this journey. And what a journey it has been. 6 years and 7 betas after the initial release I am happy to say that Dingenskirchen has never been in a better state.
Story
December 1944: The noose tightens around the Reich’s neck as Allied forces threaten to cross the Siegfried Line and advance into Germany. In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders.
Allied intelligence wants these plans destroyed before they can be distributed to the front line.
Objectives
The goal of the map is inspired by the story of Graf Claus von Stauffenberg. The Allies attempt to assassinate Kraut high command by hiding and arming a suitcase bomb in the conference room.
- They do that by repairing and stealing a Tiger tank in the village.
- They escort this tank all the way to Castle Wolfenstein.
- Along the way there are 2 forward spawns to capture, 2 barriers to dynamite and a bridge to construct.
- Once inside Castle Wolfenstein, they take a suitcase bomb hidden in the church by members of the resistance and bring it to the high command conference room.
Download
Screenshots
(sorry for annotations on them. Forgot to disable console output.)
Thanks to
-----Thanks to-----
- The UJE clan for play-testing beta 1, 2, 3, 4, 5 and 6 on their server and giving substantial feedback.
- acQu for his most amazing blender model tool enabling the display of the officers in the conference room.
- ryven , acQu and twt_thunder for helping debug the officer models.
- WuTangH for his superb suitcase and light models.
- Mateos for omnibot waypoints.
- ryven and hatcher for gameplay feedback.
- hatcher for support for ‘floodlight’ map lighting.
- ischbinz for direct support in beta 1and his most awesome Tiger Tank.
- BackSnip3 for his eagle model + direct support in beta1, suggestions & feedback.
- FireFly for direct support in beta1 + textures.
- Gordon ‘digibob’ Biggans [SD] for his purely magical MD3-to-TAG tool.
- Detoeni for the animated Tiger tag from Breakout 2.
- hipshot for his “stormy days” skybox.
- McNite for textures.
- The {WeB} clan for play-testing beta 1 and 2 on their server.
- Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map possible!
Great work again
A lot of changes since i played it last - you have worked hard.
Will have a go soon on our family server.
Thanks Kemon for putting in all the work for the game .
Thank you guys for the kind words.
I’m also very happy with this iteration of Dingenskirchen and unless you report some game breaking things, I actually consider this project finished.
Will have a go soon on our family server.
Sounds great. let me know if you run into any troubles.
Thanks Kemon for putting in all the work for the game .
My pleasure. This game just has a certain charm to it and I can’t seem to shake it off.
@Mateos kindly created omnibot support for Dingenskirchen (b7).
The bot files can be found on the omnibot assembla. Happy fragging.
Thank you, Mateos!
Really nice and great work! But I like snowy surfaces better. This adjusts to the original rtcw details. Is it possible to get the b2 fix texture package somewhere?
No. You will have to build an own pk3 to retexture later versions with b2 textures. I don’t plan on going back to the b1/b2 look for newer versions as well, sorry. The map source is available on my Github though, if you want to give it a go.
Dingenskirchen - A Tribute
BSP name | dingenskirchen_b9.bsp |
Status | beta 9 |
Latest Release | January 2021 |
Players | 32 vs 32 |
Download |
7 years! The first release of this map was 7 years ago. Time just flies. Anyway, this map started as a tribute to ‘Return to Castle Wolfenstein’ and was a collaboration between phisherman and me, with big support by Back$nipe (aka FatalJamon). It was the first map project I ever managed to release and it taught me so much over the years. It would not have been possible without so many helping hands that guided me along the way. I also want to send a special thank you to the UJE clan for play testing this map in various stages of development and even enduring the occasional server crash.
Story
December 1944:
The noose tightens around the Reich’s neck as Allied forces threaten to cross the Siegfried Line and invade Germany. An Eifel castle has become a central location for the Kraut High Command in this area to coordinate their troop movements. It is the last obstacle on the road into Germany and one of the final chances for the Axis to ever turn the tables. Not taking any chances, the Allies are attempting to sneak a suitcase bomb into the High Command conference room to disrupt the Axis strategy at its core.
Media
Changelog
NOTE: Public release versions are only betas 1, 2, 7 and 9. All other iterations were semi-private test versions for which a massive thank you needs to be directed to the UJE clan and Niek and Shargo especially for such comprehensive feedback that it cannot be listed in detail. Betas 2 and 7 were complete reworks of the previous public release, which makes it impossible to provide proper changelogs. This changed with the release of beta 7 as the map finally entered a stage where large scale reworks were no longer necessary and proper changelogs can be provided.
beta 9
- Fixed minor caulk leak.
- Fixed terrain blending near tram station.
- Adjusted lighting settings in an attempt to improve performance.
- Added wm_announce to Caste Stairs construction. (Thank you Mateos for reporting)
- Fixed setstate errors in console at village flag secure. (Thank you Mateos for reporting)
- Fixed setstate errors when taking and returning suitcase. (Thank you Mateos for reporting)
- Removed suitcase cm icon when delivered. (Thank you Mateos for reporting)
- Increased disarm time for suitcase bomb from 15 to 20 seconds. (Thank you shargo for reporting)
beta 8
- Fixed missing texture.
- Fixed bug where Allies can spawn in the castle before it’s breached.
- Moved river flag closer to tunnel doors and removed crates restricting player movement.
- Moved tunnel grate lever to tunnel doors gatehouse.
- Changed Axis Hill spawn to Church spawn.
- Changed Allied Church spawn to Tram spawn.
- Remodelled Axis castle spawn and moved staircase tower to split balcony walkway.
- Changed “placed” to “planted” in wm_announce “^5The Allies have planted the Suitcase Bomb!”.
- Added arm/disarm mechanic to suitcase bomb. Axis have 15 seconds to disarm.
- Added two additional paths into the castle through the gatehouse towers to accommodate Allies now spawning outside the castle.
- Added ladder to transition between wine cellar and middle route inside the castle.
- Moved river flag secure event to when tank passes river spawn hut.
- Widened passage ways to village flag.
- Removed crates at village flag to compensate too strong defensive position for Axis.
- Fixed various texture alignment issues.
Development
Source
Since we are talking about an open-sourced game, in my opinion as much as possible should be available to the public. In that spirit, the map source, along with sources of my other maps, can be found in this repo. It is kept updated with all latest changes, which means the map-source does not necessarily reflect the status of the last release. If you encounter any issues, I would prefer it if you contacted me or simply opened an issue on the tracker, instead of recompiling a version yourself.
Compile parameters
<build name="Dingenskirchen">
<command>[q3map2] -bsp -meta -samplesize 4 -v -mv 1024 -mi 6144 "[MapFile]"</command>
<command>[q3map2] -vis -saveprt -v "[MapFile]"</command>
<command>[q3map2] -light -fast -samples 4 -samplesize 4 -bounce 3 -bouncegrid -v -thresh 0.5 -shade -dirty -dirtdepth 256 -lightmapsize 1024 -patchshadows -external "[MapFile]"</command>
</build>
looking good
i need only bots [omni-bot ] Files for dingenskirchen_b9.