1944 Huertgen Final211
Keine Beschreibung verfügbar.
README
-------------------------------------------------
Basic Information
-------------------------------------------------
Mappers: +KOMMANDO+ (Original 1944 Huertgen map)
Mateos (Since 1944 Huertgen Final 2)
-------------------------------------------------
Map Information
-------------------------------------------------
Game: Return to Castle Wolfenstein: Enemy Territory
Title: 1944 Huertgen Forest (Final 2.1.1)
Filename: 1944_Huertgen_Final211.pk3
Release date: 29th August of 2012 (Final 2)
23nd April of 2013 (Final 2.0 Fixed)
20th September of 2014 (Final 2.1) - Tested by SD folks
11th October of 2014 (Final 2.1) - Public Release
18th October of 2014 (Final 2.1.1)
Description: The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to
open the Truckyard Wall to allow an escape with the Allied gold!
Programs Used: GtkRadiant 1.4.0 & 1.6.x, Notepad++, ETScript 4 Beta 2,
Q-Dir, Picasa, BspShoe, ToDo List, Decompilateur, Q3 Model Tool.
Build time: Started January 2012
First Playable the 27/06/2012
Additions the 02/05/2012
Release the 29/08/2012
DoorFix the 03/12/2012
2.0 Fixed Test 1 the 23/03/2013
2.0 Fixed the 23/04/2013
2.1 Test the 20/09/2014
2.1 the 11/10/2014
2.1.1 the 18/10/2014
Installation: Place the 1944_Huertgen_Final211.pk3 file in your etmain folder.
Contact: mister_mateos[AT]hotmail.fr
Website: -
-------------------------------------------------
Compilation Stats
-------------------------------------------------
CPU used to compile: Intel Core i3-4130 CPU @ 3.40GHz
BSP -meta 15 seconds.
-vis -saveprt 10 seconds.
-light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 487 seconds.
Previous CPU used to compile: Intel Core i3-2310M CPU @ 2.10GHz
BSP -meta 22 seconds.
-vis -saveprt 17 seconds.
-light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 568 seconds.
Previous Light stat:
-light -fast -patchshadows -shade -super 2 -bounce 8 424 seconds.
-------------------------------------------------
Special thanks to
-------------------------------------------------
+KOMMANDO+, for his awesome 1944 series.
#Kemon, [UJE]Rebel, ailmanki, Avoc, Kic, Magic, Shagileo, Tardis, and all other Splash Damage members who have helped and supported me.
2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs.
id Software & Splash Damage, thanks for ET!
Additionnal thanks to Dragonji, hellreturn, Micha, Sedra12, Smurfer, Teuthis, Thunder, WuTangH and |MTC| clan peeps for their feedback!
And special thanks to dFx, for all his help since the begining, and his Decompilateur!
-------------------------------------------------
Further development
-------------------------------------------------
> Final 2.1.1
* Minor fixes.
* Re-added a timer to the AT-Gun triggers check for fast servers.
* Fixed: An Axis spawn point at the Tank Spawn was disabled on map load, and was getting enabled on spawn switch.
> Final 2.1
* Time limit management:
- Initial time limit reduced to 20 minutes;
- Extension when the Tank is stolen (not on first repair) (+10);
- Extension when the Truck is stolen (when exiting the Truckyard) (+5)
* Slightly improved VIS blocking.
* Optimized T-Junctions some more.
* Caulked more non-visible surfaces.
* Rewrote shaders and cleaned map script.
* Added a flash animation and a firing sound to the AT-Gun when used.
* Adjusted the Tank turret rotation angle while shooting the Truckyard Gate.
* Fixed the trigger time of the AT-Gun: it will shoot only 5+ seconds after a shot.
* Updated the map coordonates so the original Command Map fits with the objectives locations.
* Terrain lighting is now on a single lightmap, for a smoothed lighting. However, func_group's still affect it.
Also note that the texture blending is affected (only the brushes going through the skybox).
> Final 2.0 Fixed
* Optimized T-Junctions a lot.
* Caulked a lot more surfaces inside the buildings.
* AT-Gun: trigger time increased from 0.1 to 5 seconds.
* Fixed Flipped Triangles during MergeMetaTriangles pass.
* Smoothed shadowing on terrain, less pixelated tree/bush shadows.
* Fixed brush/texture alignment on the Foot Bridge (Thanks Tardis).
* Spawn areas are SK/Arty/Mortar/Landmine-protected (Thanks |MTC|).
* Removed solid brushes at the bottom of the bushes models (Thanks |MTC|).
* Reduced AT-Gun blast radius, so behind the house is safe now (Thanks |MTC|).
* Renamed the Health and Ammo cabinets, depending on their respective locations.
* The Axis Door, east from Farm, can no longer be trickjumped by Allies (Thanks |MTC|).
* The Axis North Path door wasn't destructible (Brush was solid): fixed (Thanks Tardis & Harry Homers).
* Added Push Targets above Axis North Path building and above Village Bunker to prevent double-jump TJ (Thanks |MTC|).
* Changed Axis North Path Command Map icon behavior:
- When it is built, it will show up as a Grenade for Allies and a custom icon for Axis,
while before it was only showing a Grenade for Allies (Nothing for Axis, could be confusing),
- When it is destroyed, it shows Construction Materials for Axis,
while before it was showing a custom icon for them.
* Colored locations in Fireteam:
- Red (^1) for Destructibles.
- Green (^2) for Spawns.
- Blue (^$) for Water.
> Final 2
- General
* Added Locations file.
* Advanced Light compilation.
* Terrain has smoothed shadows now.
* Every custom texture has a shader now.
* No more "holes" in the middle of the map.
* Some Clip added on map sides to avoid any stuckage.
* Fixed players possibly stuck when exiting the Wooden Bunker MG.
* Wooden barrier near Axis Bunker Spawn isn't weapon-clipped anymore.
* Sun appears correctly now. Shader was textures/1944_beach/beach_sun...
* Fixed spawns (Flags on Command Map, and players spawning inside the crates).
* Corrected the map coordonates, even if it's obvious the CM is older than the actual map...
* Added a ladder near solid Bridge so people doesn't need to swim and get hurt to exit this area.
* Replaced triangles probably cut with CSG Substrast by normal triangles, for easier brush manipulation.
* Removed unused textures, all are now in a single folder different from original map to avoid any conflict.
* The "map exists", where you steal the Tank and the Truck, have been decored with Fuel Dump entrance door (Allied Spawn).
* Since the map was made from EasyGen (terrain0, etc), I used SimonOC tutorials about terrain blending to obtain the same
without any .PCX file (Link at the bottom); But I had to deal with few locations where 3 textures were meeting.
- Objective Narrative & Mecanisms
* Added Objective/Spawn cameras.
* Fixed contruction crates and AT-Gun clips.
* Added Axis Ammo Room icon on Command Map for Allies.
* Added Axis North Path icon on Command Map for Allies.
* Added Truckyard Gate icon on Command Map for both teams.
* Added decayed final part for Axis North Path, so after a while the construction will disappear...
* The AT-Gun, while destroyed, will now emit smoke; Very noticeable in distance, letting Allies know when the way is free.
* Added Artillery Blast Area icon on Command Map for both teams, so Allies know where it triggers and Axis when to use it.
- Tank & Truck Related Stuff
* Added Truck Smoke.
* If by any chance an Allied guy get inside the Truck area before Tank blow up the gate,
the Truck is no more escortable until the gate explodes.
* Clip above Truck area removed; Axis can destroy the Truck when they want.
* Added Tank turret animation (Turning + Shooting + trigger_hurt on trajectory).
* Fixed Truck position decay on map start, avoiding any teleporting'n'killing issue.
* No more "You are near the Truck" on the hill left from the Truck, moved away the related entity.
* Tank and Truck will stop often, since more splines have been added, and spline controls (+33 for Tank, +X for Truck).
- Optimization
* Caulked more surfaces.
* Added Hint/Skip (There were nothing in original).
* Put a lot of Caulk structural brushes inside the mountains and hills, and removed the visible ones.
* Base, sky and sides were made of plenty caulk brushes... Everything is plane now, a lot less brushes.
* Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).
-------------------------------------------------
Useful Links
-------------------------------------------------
Ifurita's T-Junctions Optimization Tutorial: http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions
SimonOC Terrain Blending Tutotial: http://simonoc.com/pages/articles/terrain2_1.htm
-------------------------------------------------
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt
Virus Scan
Clean — No threats detected
Scanned with ClamAV
File Contents
1 file
7.8 MB uncompressed
1 BSP map: 1944_huertgen_final2
Type: wolfmp wolfsw
1 PK3 file
.pk3 (1)
| File | Size |
|---|---|
| 1944_Huertgen_Final211.pk3 | 7.8M |
Kommentare (0)
Anmelden um einen Kommentar zu schreiben.
Datei-Info
- Dateiname
- 1944_Huertgen_Final211.zip
- Größe
- 7.71 MB
- Map-Name
- 1944_huertgen_final2
- Spiel
- ET
- Autor
- Admin
- Downloads
- 2
- Hochgeladen
- 11.02.2026
- Kategorie
- Maps
Bewertung
0.0
/5
0 Bewertungen
Detaillierte Bewertung
Design
0.0/5 (0)
Gameplay
0.0/5 (0)
Texturen
0.0/5 (0)
Performance
0.0/5 (0)
Originalitaet
0.0/5 (0)