Another collaborative mapping effort with Mean Mr. Mustard, Cptn Triscuit, Ifurita, and considerable input and feedback from the et-center and jolt forum communities.
Download links:
Fileplanet - http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/rommel_b1_0725.zip
PC Gamemods - http://pcgamemods.com/6335/
Rommel_b1 README file
Scenario:
August, 1942
Rangers, attached to the famed SAS, have been raiding Axis supply depots located deep in the Libyan deserts. Friendly Bedouins have alerted the attackers to the location of one such depot, containing one of Rommel’s last remaining water purification facilities. The cistern is camouflaged in the ruins of an ancient trading post that has been swallowed by sand dunes.

Objectives:
Allied Objectives
- Breach West Gate
- Breach East Gate
- Steal the Key Card
- Deliver Key Card to Cistern
- Destroy the Cistern Controls
- Protect the Forward Spawn
- Construct the Command Post
Other areas of interest
- Allied spawn
- Tank Depot
- Axis spawn
Gameplay Notes
-Map is designed for 12-28 players
-Allies are on offense
-Allies can gain access to the cistern before access card is delivered but cistern controls cannot be blown up unless key card has been capped
-If the allies build the CP, the team door by the Tank Depot becomes accessible to everyone and the allies gain a 5 second respawn advantage
-Once West Gate has been blown, the forward spawn point becomes a permanent allied spawn
Change Log:
Changes from _fp to _b1
-Reduced map time from 30 to 15
-Allies gain 5 second respawn bonus when CP is built
-Added a team door to each gate
-Created a vis-blocking structure, which divides the lower base area
-Added constructible MG in the forward spawn complex
-Added constructible MG in the cistern
-Clipped off many areas where people were getting hung up and stuck
-Added second exit from flag area to speed movement towards East Gate
-Much interior decorating
-Added cover in front of each gate
Screenshots
West Gate

Forward Spawn complex - new exit is to the left and leads to the East Gate

East Gate

View of CP room from East Gate. Building CP changes tank depot door from Axis only to everyone and gives allies a 5 second respawn bonus

Aerial view of cistern

Cistern gate

Tank depot

Aerial view of lower complex

Key card building

Another overview from the cistern

Credits:
Mean Mr. Mustard - Terrain, Tunnel, Spawnpoint scripting, V2 Models + Animation, lots of other scripting
Cptn Triscuit - Most of the buildings, cistern, key card models and skin, custom textures
Ifurita - Laid down a brush here and there, did the crates by the truck
Schaffer - Command map
Members of the teamwarfare.com, et-center.com and jolt.co.uk forums for providing a substantial amount of constructive and valuable feedback during early concept development

hehehe …
It means the caves aren’t very dark in contrast (an issue I have with Oasis itself). Ambient lighting is pretty tempting I know, but still…

I’ve done hinting in a map before…and goddamn it’s hard, so I wish you guys good luck with it… Also, Mr Mustard, the Mean in your name really fits, cause that’s one goddamn mean terrain! The architecture was also really nicely placed. The map plays really well alone, so I can’t wait to pub this baby.
One thing I’ve struggled with is balancing lighting such that you get a contrast but yet the player models are ‘black’ when in game. I’ve noticed this quite a bit - the lighting looks cool in caves/hallways but then you can’t distinguish friend from foe…