rtcw_erdenberg.pk3 (Erdenberg)

Levelshot
Download link #1 (.pk3 - 6.38 MB) hosted by https://breezie.be

PK3 MD5 Checksum: 6FEB2B4C4F4C6A562429B248DA8775FC

Client Downloads: 0
Site Downloads: 42
Total Downloads: 42


Readme:
******** Information ********

Authors: sani (Mapping & Creation)
Hukk (Plans & Layout)
Hemuli (Consultant?!)
Release dates: B1: 5/8/2010
B2: 27/11/2010
B3: 1/11/2011
Email: sani@fubr-gaming.com
IRC: #w0bble @ Quakenet

******** Map information ********

"The axis are holding a small town of Erdenberg as one of their headquarters.
With the power of two Flak88 cannons they are shooting down the Allies
supply planes. The Allies are now sending a special crew to disable the
enemy cannons and take over the town in order to continue their battle."

Objective:
Flag > Main Gate > Flak88 cannons
> CP

Allies are attacking.
Respawntimes are 20/30
Timelimit is 12 minutes.

******** Tools used ********

GTKRadiant 1.5
Notepad/++
Adobe Photoshop CS2
WinRAR

******** Mapping resources ********
SplashDamage www.splashdamage.com/forums
2Bit www.pythononline.co.uk/et/tutorial.htm
Quake3World www.quake3world.com/forum/portal.php
Chrucker's games.chruker.dk/enemy_territory/default.php
Shader manual members.lycos.co.uk/quakeroats/q3map2/shader_manual/contents.html

Rayban's airplane prefab
View: www.splashdamage.com/forums/showthread.php?t=16177#16
Download: raybanb.googlepages.com/chute_test2.pk3

Zefan's Flak88 cannon
wolfmap.de/details.php?file_id=2948

******** Thanks to ********

Hemuli(FI) A lot of support and planning during the whole project
Eley(NL) Testing and great suggestions

niSmO(UK) Testing and giving out ideas
ORDER Banana For map testing & ideas
w0bble
No Teamplay
"Finns"


******** Changelog ********

b3 -> t2 (same as t1)

This is basically the t1 version with improved performance.
The new version was adapted from b3.

b3 -> t1

Here's a newly edited version of it,
removed most of what was added in b3
and edited a bunch of other stuff.
It's a first test version, not intended for public servers.

b2 -> b3

= Designed the garage a bit
= Reworked the flag hall
= Blended the road textures
+ Added 2 new axis spawns
+ Added MG Nest
+ Added a damn rock behind the trench
= Open/closed windows
+ Added a rebuildable side door


b1 -> b2

= Lifted and moved the trench
+ Added some fence to Upper road
- Ruins 1st floor wall removed
- Side door is fully removed, side route fully re-done
= Center building 1st floor reordered
= A window at East Flak88 is now a doorway, another window is now closed
- Gap in the wooden fence is removed
+ Flak88 "legs" are clipped (a bit)
= East Flak88 platform and outside yard are extended
= Axis spawnroom is extended
= The alley is wider
? Something else possibly.....

*NOTE* This map is for the game Return to Castle Wolfenstein. It will NOT work on Wolfenstein: Enemy Territory or any other game.
Detected a broken link? Want to add a new one? Go to the contact page and let me know :-)