Operation Marrakech


(Igloo) #1

Hello,

Once I was given the et_mor2 source, I started creating a new remake… after a lot of time & many other map’s releases (unpredictable lol)… it is! :slight_smile:

An abandoned area on the outskirts of Marrakech is the localization of the Nazi’ secret bank. There are missing gold bars which were lost by Allied forces during fights in the Northwest Africa. Now a new battle must take place to decide finally who becomes the new leader of World War 2!

Operation Marrakech

Objectives:

  	[b]Allies[/b]
  		1. Build the bridge and move the tank over to the main gate
  		2. Let the tank blow up the town's main gate
  		3. Dynamite the East Gate
  		4. Activate the Door Controls using the Key Card
  		5. Blow up the defences by the Bank's entrance
  		6. Escape with the Nazi gold
  	[b]Axis[/b]
  		1. Don't let the Allies get the tank over the bridge
  		2. Protect the town's main gate
  		3. Protect the town's East gate
  		4. Prevent the Allies from accessing the Door Controls
  		5. Protect the Bank's entrance
  		6. Don't let the Allies to escape with the gold

A link to the gallery
Info & Download (.zip)

If there is any problem to download the file, try these links:

Source #1 (WOLFMAP.DE)
Source #2 (RTCWMAP.DE)

(however, they are not .zips but .rars)

Requirements:

  • ET 2.55/2.60b (it looks like the older versions of the game are working OK)

(isbowhten) #2

“- ET 2.60b (as some of new scripting commands are used)”

new commands??
which ones are too new for et 2.55?


(Igloo) #3

[QUOTE=isbowhten;183646]"- ET 2.60b (as some of new scripting commands are used)"

new commands??
which ones are too new for et 2.55?[/QUOTE]

Afair smth like this for an entity:


	trigger test
	{
		set
		{
			spawnflags "3"
		}
	}

One axis door are locked in the last stage using this method, so maybe this crashes the engine (if you can play the map on 2.55 and win it - then it’s a myth :P)


(twt_thunder) #4

sounds cool to me :slight_smile: maybe this fellow feels at home there:


(Cambodunum) #5

uhm … 100th version?


(nUllSkillZ) #6

[QUOTE=thunderpwn;183648]
[/QUOTE]

Looks great.
Do you have created a complete skin- / modelpack?


(shagileo) #7

@ Igloo: hehe looks nice. I really love this map and some updates are always interesting. Looks promising.

@ Thunderpwn: you little busy bee :slight_smile: I got the same question as nullskillz


(twt_thunder) #8

no nullskillz and shagileo…sorry i am not done with that skinpack just yet…maybe sometime in the new year… just made the axis(terorist) soldier and a american dessert soldier by this time…

but still working on the helmet coz there’s some kinda bug in front of it…for some reason the skin just don’t cover it all…stupid…

but sometimes next year i will release a WAR AGAINST TERROR skinpack…

so hope you like what you see so far…


(Igloo) #9

From now on, some useful informations will be available here:

-> Official Map’s Webpage <-

I will announce several options/possibilites to customize the map as soon as I can.

Hope you enjoy the map.
Igloo


(Berzerkr) #10

I really hope you still inform us about changes, mapscripts and new version of the map here in this thread. :slight_smile:

BTW: The scriptfix (what does it?) is added into the downloadfile.


(Igloo) #11

Thanks.

This should fix the spawnprotections, which are now ON (part of my obj-design map) - the activating commands were incorrect (though they were inactive - no risk of crash).

But the main reason is that the boxes of Bank’s barricade were re-build each time the construction was repaired. They should have stayed forever, and now they do.

Now it’s auto-controlled:

	built final
	{
		(...)

		wm_announce "^1Axis have built the Bank's barricade"

		accum 2 set 1	// the boxes and their lines are built forever
	}
	buildstart final
	{

		(...)

		accum 2 abort_if_equal 1

		setstate box_move_1 underconstruction
		setstate box_move_2 underconstruction

		setstate crate_lines underconstruction
	}

Yeah, I had implemented an old/forgotten entity of movable box (props_box_48) - it is possible to push it BUT there are special, thin lines (unnoticeable for player) which limit the area of movement. As everyone can see, they are NOT broken at all - I find it useful for this purpose [blocking the entrance].

This is, I guess, the last critical update for the map.


(Igloo) #12

[edit]

I’ve added the link to YouTube.com - map’s demonstration video

Enjoy!

[/edit]


(IndyJones) #13

well done movie.


(shagileo) #14

Very nice video !
I definatily need to know what program you used to make that video :smiley:


(twt_thunder) #15

[QUOTE=shagileo;184001]Very nice video !
I definatily need to know what program you used to make that video :D[/QUOTE]

me too :smiley: very nice


(Igloo) #16

I don’t know. That’s a gift from my friend who supported me with map’s graphics :stuck_out_tongue:

I’ll ask him soon, sure!


(Goomis) #17

Hi all
You guys want to know how its made
its rly simple i used only 2 programs:

Camtrace 3D Designed by Smireboule (this probably works on all games with Quake III Engine)
you can download this application here-> http://ct3d.twen.name

Any Video Editor (Ex. vegas studio, ulead video studio, adobe premiere etc.)
in this small project i used ulead video studio

in my opinion this movie is not impressive (was created in a hurry)
however thx for nice comments
and have fun on new map release :slight_smile:


(twt_thunder) #18

thanx…i’ll try it out:D


(Igloo) #19

[edit]

I decided to publish the source files - so you can see how it’s made/get prefabs/etc. Just don’t try to make another release, it’s not welcome.

See the bottom of the first post for further details.

[/edit]