POW Escape for ET - BETA 2 ========================== Description : Multiplayer Objective map for ET Title : POW Escape Date : 5th April, 2007 pk3 name : et_powescape_b2.pk3 Filename : et_powescape_b2.bsp Author : Codey Email Address : tas2098@hotmail.com Web : http://www.tramdesign.net Base : Conversion from my original RTCW map New sounds? : YES NEW Graphics? : YES Editor used : GTK Radiant 1.4 Compiler : Q3MAP2 INSTRUCTIONS ============ Extract the file "et_powescape_b2.pk3" to /etmain Now you are ready to join servers running this map!!! To start a server select "POWESCAPE beta2" option from the map list in game. BACKGROUND ========== Cpt. J Smith, POW Personal Diary January 18, 1943, 21:15 Command has received information that this camp is being used as front for some sort of human experiments. The type of experiments are conducted here remains unknown but reportedly invovles some sort of maturation chambers used to mutate humans into super soldiers. Through the usual channels, they have sent information about the location of the facility. Originally, our plans were to dig a tunnel to the west of the camp to outside the main fence, but now we've decided to dig north to the research facility location. With any luck we can break through a wall into the facility with enough men to hold off any resistance. July 7, 1943, 1:02 Great news today, Command sent word that they have an operative replacing the train driver on the south line and he will hold the train at the station for us to escape. We were also informed of dire news which indicates axis are at the final stage of their experiments, they must not be allowed to complete them! Yesterday, the final stage of the tunnel to the research area was completed. Tonight we will infiltrate the facility, Some of our men will create a diversion at the north gate and make their way to our location if they are able to sneak through. Once we're inside we must locate the documents which will reveal detailed imformation about what Axis were planning. We must then take the documents to the train station located to the south of the camp and sneak them, and as many pow's as we can onboard. Finally the truth will be known and many of us will have escaped to freedom, God be with us. Objectives ========== Allies ------ 1. Steal the top secret axis documents from the reearch facility 2. Take the documents south to the train and escape with as many pow's as you can 3. Prevent axis retrieving the soldier activation key dropped by parachute somewhere to the south of the camp 4. Prevent axis activating the soldiers with the key Secondary 1. Capture and hold the North supply room to aid escape 2. Capture and hold the Train station area to aid escape 3. Capture and hold the Lab area to aid escape Axis ------ 1. Prevent Allies stealing the top secret documents from the reearch facility 2. Prevent Allies from escaping on the train with the documents 3. Retrieve the soldier activation key dropped by parachute somewhere to the south of the camp 4. Activate the soldiers with the key Secondary 1. Capture and hold the North supply room 2. Capture and hold the Train station area 3. Capture and hold the Lab area Special functionality ===================== Random Objective Placement -------------------------- The two main objectives, Secret Documents and Soldier activation key, are placed randomly at the beginning of the match. To provide for more varied gameplay each match. Taps give health ---------------- All taps and showers in the map when turned on can give out health when activated on. Water supply pump destructable ------------------------------ Either Axis or ally team can destroy the water pump with TNT located at the south-east of the camp. All taps in the facility will then not function for the remainder of the match. Alternate route out of the camp ------------------------------- The General's car can be driven down the hill and crashed through the fence, providing an alternate route out. Remember cold cars are hard to start, it may take a few tries. FEEDBACK ======== We welcome your comments good or bad! SPECIAL THANKS ============== First of all to the Wolfy staff, without your constant feedback and testing, this map wouldn't be half what it is today. Brewskie of http://www.rtcwnews.com for your great gameplay suggestions, brain-storming sessions and unbelievably brilliant testing server. The staff at http://www.rtcwfiles.com, especially SubWolfer and Korn Warrior. Also thanks to http://www.planetwolfenstein.com/tramdesign guys Osias, Halister, Tunnleram, OGG servers and everyone else for taking the time to setup, run and test the map, big hugs! If I missed anyone, I'm also truely thankfull for everyone's input! Version history =============== ET Beta2 -------- Fixed map going over memory limit Enabled axis initial spawn at lab Fixed train wheel alignment with tracks Fixed general's car windscreen texture Cleaned top of waterfall area Cleaned waterpump area ET beta1 -------- First ET conversion test release Converted capture points to command posts mass conversion of entities to et entities Reduced size slightly v1.01 ----- *Fixed crash bug when fish was killed *Added "Rescue Team" spawn location near waterfall *MOved some axis spawns from north fence area *Fixed area where axis could jump over fence west of the north gate *Moved an activation key location further away from camp FINAL ----- *Bug fixed which would cause the server to crash with entity not found error *Soldier activation sequence tweaked for smoother movement *Clipped out Generator bar trapping players *Moved one of the Axis activation key locations away from camp to aid balance *Removed clips from car seats to fix gibbing at bottom of ramp *Reduced entity count substantially *Fixed hole in rocks at waterfall *Fixed river bottom texture, mid north side *Fixed clipping on chamber soldiers DUAL ---- *Soldier Activation Scene added for axis primary objective!!!! *Misc texture align probs fixed *light poles re-positioned *Fixed west rocks *Cleaned brushwork on south-east river *Target_location for waterfall *Texture cleanup of grass *More gibbing on the general's car fixed *Spawn points cleanup, no more spawning ontop of each other *General target_location clean *Numbering added to labs RC3a ---- *Changed timing on taps to 1.5sec delay since 3sec is too little to make any diff *Added clip railing for sniper roost *updated axis sinks texture with realistic scrapes, scratches, dings - photo source? *Fixed Light poles texture stretched a bit *Size of activation of water health was too small, increased model size *Fixed car gibs standing riders at bottom of ramp *Fixed Invalid texture sizes! *Changed Train signal too high and big *Fixed dark texture on left side of lockers in shower room *Fixed outer fence near frontgate is raised off terrain *Added train engine connect with rest of train *Fixed Texture align at bottom of windows shower and munition rooms *Fixed lightgrid screwed, removed lightgrid brushes and go back to previous scaling method *Added "Puffy was killed" message RC3 --- * Added dual objective * Added 3 random points parachute box with key for axis objective * Added activation point in chamber for axis objective * extended Vent system into the faclity above lower two labs * added vent system animated fans * Fixed vent system texturing * Added double doors between top two labs * Fixed texturing on lift doors * Fixed caching of lift button presses * Changed lab lights to brighter * Added dlight at tunnel entrace * Changed misc shiney metal to more realistic * Added dynomitable re-enforced windows to labs, glass breaks out wire stays, blocking gren and rocket * Changed chamber layout for soldier activation scenerio * Fixed FPS issue in chamber and south camp areas * Changed layout of river edges, harder to cross, need to use bridge and waterfall crossings * Added waterfall area, custom shaders, particles and sounds * Added sparks particles from flamebarrels * fixed scaling problem of guardhouse * Added working clocks * Added "puffy" the fish and fishbowl * Added flagpoles capture points at frontgate and north supply room forward spawning * Added sniper roost to large tree south of camp * Added angled tree for south-west access to camp * fixed rocks west of camp ugly looking * Added "generator" to chamber area and custom shaders * Added custom shader for lightpoles and scaled to more realistic * Changed lightpole wiring realistic * Changed train exiting to longer sequence, train goes further into tunnel Copyright ========= This level is Copyright(c) 2007 Codey. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not Redo/reproduce/update this map in any way without permission from the author.