============ README ===============
Overview:
La Rochelle (b1)
Authors: Ifurita and Brevik
Thanks: Chruker and ReyalP for debugging help, Leno for the Flak 37 models, Detoeni and the Wolfproject Team for tons of models and prefabs. Many others for testing and feedback. Shitstorm for testing and hosting the public beta testing
Map name: rochelle_b1. This .zip file does not have a date stamp
Size: Campaign map for 12-20 people
Download link: http://www.pcgamemods.com/12113/
Currently playing on the Shitstorm |Rage| server: IP is 67.15.23.243:27960 you can pull the map down from their fast download and will be up on the ShitStorm |Insanity| server
Scenario:
"The US 8th Air Force has failed to take the heavily fortified U-Boat pens at La Rochelle out of the war so the Resistance has smuggled a strike team into the base to destroy the target from the inside.
The team must take the crane control module from the loading docks to the control room on the middle platform, use the crane to transfer explosives from a munitions train to the submarine, and use them to destroy the two submarines inside."
Important notes: Game play is dependant on the gametype.
Stopwatch: Timelimit 15 minutes, Phase I starts the game completed
Campaign/Obj: Timelimit 30 minutes, allies must cap the control module first in order to activate the crane
Objectives:
Phase 1 (the phase starts the game completed in SW mode):
- Activate the crane controls by taking code module from Loading Docks (1) to Railyard Control Building (2)
Phase 2:
- Control the switch in the Railyard Control Building (2) long enough to move the pallet of explosives from the munitions train (3) to the submarine pen (6)
Phase 3:
- Dynamite the two submarines docked inside the submarine pen
Screenshots:
Command map

Overview of loading docks, where Allies spawn

Overview of trainyard. The control building is on the center platform

The switch inside the control building

Allies must move the pallet of explosives from the munitions train. It takes ~60 of control to move the crates. Of course, if the allies control the crane controls, the axis will be trying to retake the building and move the crate back to the munitions train.

Fuel Dump style garage doors courtesy of Chruker.

Explosives get delivered to the sub pen

Overview of the subpen area. Allies must dynamite both subs. Each sub sinks when blown up, so choose your targets carefully. If the Axis get the CP built, they gain access to a second spawn location in the sub pen area.

Building the CP allows Allies to use this door, giving them a quick route to the sub pens from the Loading Docks.

Feedback and comments can be left in the WWGN forums at:
http://www.worldwidegaming.org/modules.php?name=Forums&file=viewtopic&t=16 or in this forum
Other Notes
Changes from A2 are very minor. There is still a lot that can be done, detailing, optimizing, etc. Not sure how much more I will really be doing on this. Cheers
Change log
A2 to B1
- Added some sounds
- Fixed crane path moving thru the wall
- Made gameplay dependant on gametype; Phase 1 (cap) starts completed and timelimit goes to 15 for stopwatch only
- Added ETPro shaders in a seperate zip file


