Rochelle_b1, availble for public download


(Ifurita) #1

============ 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

(Chruker) #2

I was gonna :poke: you for having two number 2 images in your list. But then I discovered that the numbers refered to the positions and not the order :banghead:


(Chruker) #3

Hmm. do the crane car move more and more to north for every release of the map?


(CrazyGuy) #4

The crane was put there for cov ops and panzers.
In its orignal spot is wasn’t really useful.(from the first beta) IMO


(Ifurita) #5

Oops. there is a script fix that needs to be uploaded too. It’s a small 6 Kb pk3 file

http://www.planetwolfenstein.com/4newbies/rochelle_a2_scriptfix.zip

One stupid line of script makes the crates move diagonally thru the wall. Map is up at etmaps.de under new maps

Thanks


(jet Pilot) #6

La Rochelle is on the current rotation for ShitStorm Rage (67.15.23.243)
and will soon be up on Insanity as well (69.31.6.49)

Come on over, have a good time, and help Ifurita with some feedback all at the same time!


(DWM|Commando) #7

hey the cp building allowing doors to be used is a good idea, nice touch


(Ifurita) #8

Updated the map and uploaded version _b1 to pcgamemods. Download link is in the first post.


(HITMAN007) #9

nice map :slight_smile:


(jet Pilot) #10

Ifurita, this map is really fun, everyone on the servers seem to like it and pick up on it quickly. great job!


(Enrico Palazzo) #11

Lets blow up some submarines :clap:


(au.Hiroshima>) #12

this is shaping up very nicely and I like the idea of different objectives for different gametypes.

I’ve not had a chance to thoroughly check it out, however I am thinking that this should not be! http://clanoxygen.com/hiroshima/cpsatchela.jpg


(CrazyGuy) #13

Nice find. I didn’t even think of that.


(Ifurita) #14

So does anyone have guidance on what determines from how far away a satchel must be from a constructible to destroy it? The grating in the above pic is 152 above the constructible. I believe the construcible’s origin is a little bit higher than that. I can’t clip_weapon it, otherwise if gives someone cover from fire.


(au.Hiroshima>) #15

why not simply move the cp, maybe stick it inside a little office in the corner of the garage? I’m interested to see how it playes out where it is and how strongly teams focus on keeping it running, considering the value of the East spawn.

btw I was also able to destroy it with dynamite so make sure it’s out of that blast radius too, I imagine it’s a fair bit wider than satchels.


(Ifurita) #16

OK, moved the CP into a small room just to the side of the original position