Hi guys right i have got my map to a stage where i feel it is need of some testing to see if the balance of gameplay is anywhere near right, i have ran around endlessly checking that everything works but gameplay you can’t do by yourself. Right my first questions with regard to hopefully getting my map tested.
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Where can i upload my map to so other people can download it, and where it could be safe from rip off merchants.
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Is there anyone who would be able to run my map on a server for a period so i can get some people together to test it. ( need the ability to cope with a 56k cannon fodder loser <me>)
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Should I include the arena and obj files in this FP version, can it cause problems if i don’t.
The Map
The map is based on the real life scenario of the commando raid on the dry dock at St Nazaire (NW France), the dry dock was essential in the plans of the Axis forces to cut off the supply routes across the Atlantic. The sister ship of the Bismark the Tirpitz was the ship capable of doing this, but the only dry dock large enough to cope with the repairs of such a ship was St Nazaire.
So in March 1942 the Allied forces came up with Operation Chariot a plan to disable the dry dock leaving the Tirpitz no safe haven. The Allied troops disguised the HMS Campbelltown as a German gun ship and sailed right up the estuary ramming the ship right into the front of the dry dock gates, the hull of the ship was filled with explosives on a delay fuse. Whilst the ship was firmly wedged into the “caisson” the troops raided the dock blowing up the winding equipment for the docks thus disabling it from use for some time.
Allied Objectives.
Spawn at either the Old Mole or on board the HMS Campbelltown
Troops spawning at the Campbelltown should blow the harbour wall for easier access
The door to south winding house needs to be blown
The South winding equipment can then be blown
The forward spawn in the warehouse allows quicker route through
The north winding house door can be barricaded by the Axis troops (satchel destroyable)
The north winding equipment can then be blown to win the game.
Axis Objectives.
Spawn at either the warehouse forward spawn point or Axis Garrison
Build the North winding house barricade
Defend the Winding equipment on both south and north
There is a neutral command post for either team to control.
Due to the water on this level it does give the ability to take differing routes therefore keeping the chances of an Axis dominance over the map down.
I really don’t know how this will play out as a multiplayer map time will tell.
The link below is some screenies of the map.

