1944 Huertgen Final211

1944 Huertgen Final211

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README

-------------------------------------------------
 Basic Information
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Mappers:        +KOMMANDO+  (Original 1944 Huertgen map)
                Mateos      (Since 1944 Huertgen Final 2)


-------------------------------------------------
 Map Information
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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
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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
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> 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
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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


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This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt 

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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

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File Info

Filename
1944_Huertgen_Final211.zip
Size
7.71 MB
Map Name
1944_huertgen_final2
Game
ET
Author
Admin
Downloads
3
Uploaded
11.02.2026
Category
Maps

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Gameplay 0.0/5 (0)
Textures 0.0/5 (0)
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Originality 0.0/5 (0)

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