One thing we could do: put the CM marker in the middle of the area and once the allies build the door, we ‘construct’ the other 2 doors. This way the axis have to hunt a little to find the failsafe codes the first time. It would take some scripting, but I think I can do it.
V2 Base First Playable - Available for Download
Or we put the CM marker in the middle and make all 3 doors active and constructible. That way, you could actually build the door on an empty bunker as a deception \o/
How about, 3 build piles, each with its own satchel image and
then the marker for the docs doesn’t show up unless the door
which has them has been blown (and disappears when the
door is rebuilt). That way there is no easy way tell
where it is.
If people don’t remember/communicate which bunker it was,
then they are forced to search.
SiliconSlick
I think I like the idea of always showing the CM icon, otherwise you have new people that will just not have any clue about where to go. At least they’ve been conditioned to find the radar box or box of gold :). 3 build piles is a good idea though, since it does force the axis to hunt and communicate - the only question is whether or not this makes the map too difficult for them, which I don’t think it does.
True, but any deviation from what people expect from a command map will cause confusion - people will simply bitch that the icon isn’t accurate.
How about the command map marker appears when the correct door is blown and remains there from then on as appropriate.
That way you still have the initial deception, but once the location is known everyone can see it?
hmmmm, that is possible too, just a matter of fiddling around with setstates … the only problem is starting the map with all 3 doors open AND having no marker shown, which is also not realistic, though we could just start off with all 3 doors built … decisions decisions. Of course, having 3 doors that could potentially be built takes a bit of time or a number of engies, so maybe it’s better to start with them built. Hmmmm
It is a very fun map but I think some needs to be addressed. First off, the command map needs to have the tunnels on it. I got lost so many times and had no idea where I was going sometimes. Second, lots of the guys on Shit Storm said that Allied spawn was way to close to Axis spawn. Some allies were going into battle with the invunerablity still on; mind you I had a fuckn blast being that close to each other… however we didn’t accomplish much far as objectives.
yees, the command map is still a work in progress. thegnat didn’t even realize that I was going to include it in the FP version. Here’s a sneak peek at the current version of the command map: (IMO, he needs to write a tutorial on how to make these)

I am thinking about pulling all of spawns currently in the bunk room back to the building near bunker 3. That would leave 4 spawn points in the little guard house, with the rest spawning back by the truck. I think that would address the problem of defenders rushing to the gate with invulerability still on and make it easier for the attackers to get thru the gate.
Iffy - my idea was to just have one door built. This way it only requires one allied eng. But once the door is built, we have the script construct the other two doors. All 3 doors would be satchelable (icon would show up). So, the axis would have to potentially blow 3 doors to discover the correct bunker. If the incorrect door is blown, it’ll just die – you can’t rebuild it. If the correct door is blown, then the construct crates will show up.
I’ll make the mods to the script and send it off to you - let you test my idea and see what you think.
i like that idea. However, if the door is rebuilt, do all 3 doors show up or just on the active bunker?
I tried playing around with the all-three-doors-start-built scenario but you get setstate errors upon rebuild/death, since the pick script removes the trigger entities. However, everything else works nicely.
We can do it either way. Which do you prefer? Door rebuilt - show all 3, door rebuilt only show it. I prefer only showing the active bunker.
How about all three doors pre-built (with three sets
of boxes) and no doc marker until the right one is blown…
then always on.
That way the Allies don’t know which one to put
mines in front of and/or heavily defend and therefore
have to protect them all. 
It was a “need to know” situation to prevent
collaborators from revealing the actual location
so the grunts (players) were kept uninformed.
SiliconSlick (trying to rationalize why the Allies wouldn’t know)
i played around with the script (works now) so that all three doors start built, no C marker shows until the correct door is blown, and then the C Marker goes away when the door is rebuilt. I think this better rewards teams which communicate AND listen well.
I also removed the nearest team door once the main gate is blown.
BTW1, I really like the flexibility of the scripting system, especially the amount of changes you can make without ever touching the .MAP file
BTW2, Sock’s idea of giving everything a scriptname and targetname (e.g., team doors) is very useful since you can do lots of cool things with them thru the scripting system – if they have the right keys.
shhhh…don’t tell everyone our scripting secrets 
Yes, you can do a lot of wonderful things with scripting. And it’s really not hard (or evil) once you’ve learn the basics…
Hi my name is seven_dc and i am detalholic.
Ok it is nice to part of this massive mappig project.
That picture is few compiles old and has now more detal.
Are the metal signs (the red/green/blue ones) available, without the text and icons?
Hi my name is seven_dc and i am detalholic.
seven_dc is also a forum whore who should be avoided like the plague
Nice team work guys - I’m about to start my own first proper effort at a joint map project, so it’s encouraging to know that it can work!
I am not sure if SD has made some but i blanked the large square ones (blue, green, red, teal,yellow). here is a zip file for your pleasure.
btw if someone wants to host them or put them on their website for people to download. feel free to do so if it is allowed. 
Nice team work guys - I’m about to start my own first proper effort at a joint map project, so it’s encouraging to know that it can work!
My tutorial (WIP) on collaboration: http://planetwolfenstein.com/4newbies/Collaborating.htm – Still collecting and synthesizing notes. However, so far it’s been an amazing experience. I’ve been able to get out a map faster and of higher quality than I would have ever been able to do on my own

