Map created, edited and revised by Teal'c 2002/2003
I can currently be found at www.gamersarea.com
and in game as G-Teal'c
Contact ICQ no. 112759311
Requires Return to Castle Wolfenstein to play.
Recommended that game is updated to 1.40/1.41 to play correctly.
Copy the enclosed hydro_dam_v2.pk3 to your Wolfenstein/Main folder, join
a server running the map.
Map name is hydro_dam_v2.
Why make a new version?
Due to the popularity of the original map version on many servers it was
put to me that a new version could be created. I guess you could say they
talked me into it. This map is not intended as a completely new map, rather
What has changed?
While many of the changes are superficial there are also many structural changes.
Extended objective rooms and Garage/Radio rooms.
Axis/Allies sensing additional defense route.
End sequence for Axis.
Bug fix for Axis spawn.
Radio at spawn can be destroyed.
Extra detail in some areas.
Secrets (but for how long?).
Game time increased.
Axis and Allied forces have set up operations on either side of a dam, each must
collect and return an objective to their bases. Access to the objective is by
means of a successful dynamite charge at enemy door. Control of base flags leads
to forward spawn opportunity.
Balanced playing area on several levels with interconnectivity between levels.
Player can attack from above ground or use the tunnel systems to attack from behind.
Twin mounted mg-42 provide additional defense for bases.
Fog limits view to prevent sniper rule, however there exist several sniper positions.
Many destructible items added for damage scoring with shrub-mod.
Loading Screen created in AutoCAD 2002, edited in Paint Shop Pro v7.
Mapping tools GTKRadiant version 1.1.1 through 1.2.12 at several stages of build.
Compile tool Q3map2.exe version 2.5.4 by ydnar.
Terrain used a mixture of Easygen and Gensurf plugin and a self scripted shader.
Number of brushes 4869
Number of entities 745
Max r_speeds found 9500
Compile String, bsp_Q3Map2: BSP -meta, -vis, -light -filter -super 2 (bounce made for poor light)
Compile time, BSP 42 secs, vis 151 secs, light 5138 secs.
Compile rig, AthlonXP 1800+, 512MB DDR@266
File size kept at a minimum for 56k/64k users like me.
Editing time - Too long by far!
Map was originally designed to run happily on a P3 533 so it should still run OK
on the same system even with the extra features.
Light fitting model blue.
Light texture blue.
Radio texture extracted from model file.
Special door opening sound.
Two custom shader files.
A version for RTCW:ET perhaps?
With thanks to
Thanks to all www.gamersarea.com
guys G-Zeta, G-Freelancer, G-Cyberjack
for test help and suggestions, most of which I ignored ;-P.
Thanks also to Naked Pope, sn00p.
Thanks to www.wolfmap.de
for your continued support of hydro map.
Authors MAY NOT use this level as a base to build additional levels.
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.
This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.