The one I downloaded (can’t remember where from >_<) was a pk3 file with a .zip extension on the end, which had to be removed.
Rhine Bridge, released!
If you download from RTCW files:
You need to rename the .zip file to .pk3 and put it in y our etmain dir.
If you download from another place:
If you find a rhine.pk3 in the .zip then extract the rhine.pk3 to your etmain.
There must be a rhine.pk3 in your etmain to be able to play it on servers.
But i hope that renaming the file dont make the file different from the one extracted in the way of pure server settings. A renamed .zip file will have a different date than the original .pk3 file.
I agree that Allies need a forward spawn but I also think that there should be more fighting around the trenches. Maybe there should be a spawn point for Axis in the radio room, with a tunnel leading to the big MG tower in the trenches. It will stay Axis until Allies destroy the bolder by the side entrance so that it becomes an Allied spawn point.
I also agree that it might be a good idea to move the final Axis spawn point or perhaps move the bunker doors and cage further over.
Perhaps more cover for the Allies on the bridge also, such as a burnt out tank/truck.
I’m not sure whether this is purposeful but the bent rail track at the river-end of the tunnel is a great way to leap over mines at the top of the bridge, a nice touch!
Yes, this map should be “like” oasis : a first part in the trenches and the ruins and a second part near the bridge. So this map needs another spawn point.
i’ve send you an mail…topic was 2 littel bugs in rhine & a question.
did you get it…
please mail back
greetings
fidel
As you all know bynow i am working hard on the next release.
I have added a forward spawnpoint and will fix alot more to make the map more even and using the whole map alot more for fighting.
Cant tell exactly when next version will be done, but the more feedback and suggestions on improvement i get, the better nex release will be.
Stoppa presssarna! Mouthwatering news from Drakir! RhineFinal is on its way!
Loffy
Just played the map and it looks great … gonna play it on a server now 
I only found one place where you can get stuck … it’s next to the tent on the Allies side … see screenshot attached. No way I could get out…

Very nice map Drakir. Hope you can make it a little bit more balanced, a new spawn point sounds like an interesting solution. I liked the suggestion of moving axis spawn point. Another suggestion is to create a third way over the river for the Allies. I was thinking of something like a ladder on the right side (from Allied side) that perhaps is constructable. So they would have to jump into the water and swim over and build a ladder. This route would be more difficult for Axis to see from their spawn and hence more difficult for them to camp.
Two additional comments:
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In the tunnel you can almost like disappear at some places when you are close to the wall.
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It is possible to jump the left (from allied side) door near the bunker with only two guys. Maybe it is intentional I just wanted to mention it.
Another thing that I noticed tonight while playing was that the Ammo and Health cabinet at Axis spawn never becomes empty. We very around 8-10 axis and most ppl picked from it at spawn, but it was always full.
As an axis engineer i can sit inside the truck on the bridge and wait till i hear bridge constuction noise and then plant dynamite inside the truck which will blow the bridge from the safety of the truck.
Dynamite should have to be planted on the bridge near where the gap was.
As an ally covert it is too hard to sneak thru the side door because landmines can be placed just outside the door arc. Please make a spot for coverts to safely make it thru door to spot mines. I suggest making a concrete pad/ledge for the door.
Ally side building needs another way out. Getting on the roof is very difficult due to some problems with the ladder i think. Being able to get out a window would be nice.
I don’t think adding a center spawn would balance this map unless it is one like oasis where axis cannot take it back after an objective is blown.
Also a neat idea to add would be a way to get onto the axis side of the bridge by using the man-up method on the far right side of water. Ie: you need to jump on someones back to get over the barbwire or barrier etc.
I hope that all made sense.
SirVival.