1944 Norwind21
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README
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Basic Information
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Mappers: +KOMMANDO+ (Original 1944 Nordwind map)
Mateos (Since 1944 Nordwind 2)
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Map Information
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Game: Return to Castle Wolfenstein: Enemy Territory
Title: 1944 Nordwind 2.1
Filename: 1944_Nordwind21.pk3
Release date: 17/04/2014
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: Gtk Radiant 1.4.0 & 1.5.0 & 1.6.x, EasyGen 1.42, Notepad++, ETScript 4 Beta 2,
Q-Dir 4.63, Picasa 3, BspShoe 2.0, ToDo List, Decompilateur, Q3 Model Tool.
Build time: Started April 2010 - FP1 the 10/05/2011 - FP2 the 29/07/2011
FP3 the 05/02/2012 (Released 24/03/2012 for Public Test)
FP4 the 10/04/2012 (Released 03/05/2012 for a second Public Test)
Public Release the 22/05/2012
Version 2.1 Test 1 the 29/12/2012
Version 2.1 Test 2 the 04/03/2013 - Updated 21/03/2013
Version 2.1 Test 3 the 26/06/2013
Version 2.1 Test 3.1 the 27/06/2013
Release Candidate the 14/02/2014
Version 2.1 the 05/03/2014
Second public release the 17/04/2014
Installation: Place the 1944_Nordwind21.pk3 in your etmain folder.
Contact: mister_mateos[AT]hotmail.fr
Website: -
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Approximate Compilation Stats
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Config used to compile: Intel Core i3-4130 CPU @ 3.40GHz
BSP -meta 25 seconds.
-vis -saveprt 8 seconds.
-light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 1744 seconds.
-light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256 1669 seconds.
Test 1:
-light -fast -patchshadows -shade -samples 3 -bounce 8 -external -lightmapsize 256 1705 seconds.
Test 2 (SD compile args):
-light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 -approx 8 1641 seconds.
Test 3:
-light -fast -shade -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 ? seconds.
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Previous config used to compile: Intel Core i3-2310M CPU @ 2.10GHz
BSP -meta 45 seconds.
-vis -saveprt 17 seconds.
-light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256 3485 seconds.
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Special thanks to
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+KOMMANDO+, for his awesome 1944 series.
Harry clan, to have accepted me in, and for supporting me.
#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!
And special thanks to dFx, for all his help since the begining, and his Decompilateur!
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Further development
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> Second public release
* Removed a custom texture and replaced it by a vanilla one.
* The whole road is made of patches as of now, to smooth out the lightmap generation on it... Thanks Q3Map2.
> Final (2.1)
* Fixed a hole in the Tunnel (thanks Thunder).
> Final (2.1 RC)
* Map script and shader file cleanup.
* Added more coronas, and fixed the not working ones.
* Added a slick ontop of the light near the Second Truck Barrier, to avoid TJ.
* Fresh Command Map like the vanilla maps done, replacing the reworked Trace Map.
* Optimized T-Junctions a lot more (several hundred less vertices processed by the compiler).
* Two out of 4 windows of the Health & Ammo Hut are now breakable (not the one facing the Allied Spawn).
* Fixed 2 voice announcements not properly working (Rebuild the Tank Barrier and Rebuild the Second Truck Barrier).
* Clipped the remaining barriers, so players don't get stuck.
However the edges where the barriers change of direction can stop the players, can't do anything against that :/
> Final (2.1 Test 3.1)
* Caulked more surfaces and retextured some others.
* Removed more road barriers, made more destructible as well.
* Lowered the ambient sounds volume: everything above 127 downed to 127.
* Shortened Cabinets names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
* Ambient lighting value increased from 10 to 16; Radar has 18 as a comparison.
* Removed Light Styles, the flickering lights in Allied Backway, saving about 400 chars.
* Removed most of Dynamic Lights (Farm (1), Farm House (1), Warehouse (2),
Allied Spawn (1), Allied Backway (2)).
Remains the 5 ones for Thunder (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
* Shortened the HQ announcement names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
> Final (2.1 Test 3)
* Animated bushes to simulate wind effect.
* Updated locations file and ambient sounds.
* Optimized a lot the T-Junctions, and a bit the VIS blocking.
* Clipped Farm hay entry, players could get through with Double-Jump enabled.
* Touched the geometry (Centered doors/windows, some stuff spaced with equal distance).
* The Farm House windows facing the Axis Spawn are now undestructible to avoid spawn kill.
* A wall can be broken near the CP to access the little room near the Truckyard Gate,
as an additional exit for Warehouse. Enabled Double-Jump is disadvised.
* A backway from Allied Spawn to the Truckyard area has been added
in case Axis block the path with an aggressive attack (or SK, the name you want :) ).
There's 3 entrances: behind Allied Spawn, near the Truck in the Truckyard
and behind the bookcase in the Library.
It also features light style use (Flickering lights).
They're all protected against Axis and Covert Ops.
> Final (2.1 Test 2)
* Fixed flying cabinets.
* All cagelight models have a corona now.
* Fixed red light leak near the Warehouse.
* The Tank Barrier is easier to plant now.
* Tree shadowing is less pixelated on roads now.
* Optimized T-Junctions and VIS blocking, more surfaces caulked.
* Panzerfaust's: Farm one has 2 rockets instead of 4, Allied 2 instead of 0.
* Prevented the Truck from crushing the players in its back when it reaches the end.
* Fixed Tank/Truck becoming non-lit while entering/exiting the Warehouse Road Tunnel.
* Prevented the Tank stop animation/sound from happening twice at the end of its path.
* Reworked some architectural elements, like windows positions, for geometry homogeneity.
* Removed over 10 textures which were unique or very similar compared to more commonly used ones.
* Shortened the wooden barrier near Tank Barrier, they were blocking movements (Thanks [UJE] Niek).
> Final (2.1 Test 1)
* The fireplace makes noise.
* Added moar chairs to push around.
* Fixed mirrored textures (Thanks Tardis).
* Added ambient lighting (Thanks people x)).
* Added Thunder effects, like on W?rzburg Radar.
* Ambient sound is no more cutted in front of the Escape Grate (Thanks lakersforce/Runeforce).
* Some wooden barriers along the road are now breakable; They were blocking the movements in some situations (Thanks Irata).
> Final (2.0)
* Same as First Playable 4, Public Release
> First Playable 4
* Fixed flying stuff.
* The fire hurts... yes.
* Removed useless shaders.
* Cleared existing shaders.
* Converted few TGA to JPG.
* Added smoke above house fire.
* Added shaders for all new textures.
* Fixed few non-working announcements.
* Added Gold related events announcements (Taken/Lost/Returned/Secured).
* brambles_2 is no more duplicated (brambles.md3 & brambles_6.md3), edited the MD3 so it points to textures/1944_nordwind/.
> First Playable 3
- General
* Added Axis Win animation.
* Added various ambient sounds.
* Added few big bushes for gameplay.
* Added a new Command Map (Thanks Tardis!).
* Lanterns and lights are now solid, making metal sound while shot.
* Added some details, such as decals (Paper, bushes on walls, leakings).
* Added the locations file, adapted from antman's 1944 Nordwind locations file.
* Added Truckyard icon on the Command Map (Thanks IndyJones for the tutorial), as well as a Tank Hint on it and debris.
* Lightmaps are 512x512 now.
* Revised shaders quite a lot.
* Fuel dumps provide the fuel for poels.
* All buildings receive electricity from cables now.
* Tweaked some textures so they make better shadows.
* Removed the ambient lighting from Worldspawn, reworked lighting by the way.
* Truckyard door is again Covert-protected, and the related room totally remade.
* Replaced brushworked ramps by cylinders (Auto Phong Shading), and clipped them.
* Players can't be stuck in windows or on buildings, some Clip added on
Virus Scan
Clean — No threats detected
Scanned with ClamAV
File Contents
5 files
13.4 MB uncompressed
1 BSP map: 1944_nordwind2
Type: wolfmp
1 PK3 file
.gm (2)
.pk3 (1)
.way (1)
| File | Size |
|---|---|
| 1944_Nordwind21.pk3 | 13.3M |
| norwind_botfiles/ | |
| norwind_botfiles/1944_nordwind2.gm | 35K |
| norwind_botfiles/1944_nordwind2.way | 55K |
| norwind_botfiles/1944_nordwind2_goals.gm | 57K |
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Datei-Info
- Dateiname
- 1944_Norwind21.zip
- Größe
- 13.20 MB
- Map-Name
- 1944_nordwind2
- Spiel
- ET
- Autor
- Admin
- Downloads
- 3
- Hochgeladen
- 11.02.2026
- Kategorie
- Maps
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