Title : Blitzkrieg Forest *Beta 1*
Filename : bk_forestb1.pk3
Author(s) : Tom 'Anavrin' Chen
Release Date : 12/31/01
Email Address : firstname.lastname@example.org
Game : Return to Castle Wolfenstein Multiplayer
File size : 1.5Mb
Recommended Players : 10-32
Pending Address : www.planetwolfenstein.com/wf
* Construction *
Map base : Forest.bsp, Single Player Map
Editors used : GTK Radiant 1.1.1
Other utilities used : GTK Build, other misc. utilities
Known bugs : Players can get stuck for 5 seconds if MG42 is mounted from the ground at Outpost. Funky VIS door in the Inner Fort, where it looks like you're floating if you walk into it. The first really isn't a bug but a quirk, and the second will be fixed once the official SDK is released. The 800 minute respawn is intentional since there is no command to disable spawning that I know of. You cannot spawn properly without at least one checkpoint.
* Play Information *
- Requires full version RtCW to run.
- Place the .pk3 file in the folder of X:\RtCW installation folder\Main\
- Type "\g_gametype 5" and then "\map bk_forestb1" in the RtCW console
* Description *
Forest in Blitzkrieg Mode, beta 1.
Take CP, and make each flag a respawn site (ie: if you capture the flag, then you can respawn there like in the Forward Bunker in Beach). Now, there are 6 flags. Each flag has a different respawn time value, that are summed up. The initial spawn flag is worth 4 seconds. The next one is 5, and finally the one closest to the center is worth 6 seconds. This goes for both sides. The more CPs a team has, the longer the respawn cycle is. For example, if both team A and B owns the first, second, and third flag closest to their respective spawn, then the respawn time is 4+5+6=15 for Team A and 4+5+6=15 seconds for Team B. However, if Team A takes the 5 closest flags, then Team A's respawn time is 4+5+6+6+5=26 seconds. However, since Team B's down to their last flag, they have 4 seconds (4+0=4 ;) ). What happens is that the game favours those who are losing if you play it flag by flag. The more remote you are, the slower reinforcements will come, just like a real battle.
However, Germans used the strategy of "Blitzkrieg," where the faster units would secure the core of the enemy territory, and eat its way outwards while the bulk of the military would work from the outside in. This applies to the Blitzkrieg gametype, because the best way to win is to own the two flags closest to each spawn (4+4=8 seconds respawn cycle.) If the enemy team loses these two flags, but have the 4 middle ones, they're really in trouble because they're going to be "cut off from supplies" and thus have a much longer respawn time (5+6+6+5=22 seconds.)
However, the game balance dictates that if you ONLY go after the respawn flags, then the enemy has a greater chance of sneaking past since they can respawn in the middle flag and proceed to take over your original spawn flag. Remember, there are no fixed respawn sites. That means that your only spawn locations are the captured flags. Thus if your team is down to the middle flag, then that's the only place you can spawn. The good news is that even the middle flag by itself has a significantly lower value (6 seconds) than all other flags captured by the other team (4+5+6+5+4=24 seconds.)
Basically, in seconds, the flags are worth...
-Axis Base- 4 5 6 -Center- 6 5 4 -Allies base-
...and are a sum. The best way to win Blitz is to capture the two Bases, and then simealtaneously capture the middle flags, just like the real Blitzkrieg tactic.
The last rule is Sudden Death, where the 12 minutes runs out. In SD, both sides have exhausted their resources. This means that reinforcements come every 50 seconds, regardless of how many or how little flags you have. There're 2 ways to win in sudden death. You can do the conventional capture-all-the-flags like in non sudden-death mode, or you can capture the two flags closest to Allies base and Axis base respectively. Middle flags become redundant, but it's still a good idea to hold them since that means reinforcements won't be so fragmented, and you need a tight team when you have a 50 second respawn time. Stealth becomes key in SD mode.
If you do not capture any checkpoints, then your respawn time will be on a 800 minute cycle. Upon capture, it becomes a few seconds, so don't worry. If the 800 minutes somehow runs out and you still don't have any flags, you will respawn in a limbo area in the sky. You must type /kill to get out and pray that one of your teammembers are alive to grab the nearest flag. 800 minutes can be reactivated if the only checkpoints your team has are taken back by the enemy. If no checkpoints are taken in the first 1 minute and 30 seconds, the game will end in a draw.
Yes folks, stealth, teamwork, carnage, and "that forest map" all rolled into one.
Best of all, there is no need to download any mods! At this moment, the source code isn't even available yet. Everything's done by scripted events.
Trust me, you'll love it. :)
* Thanks to *
ID software, Nerve Software, & Grey Matter. Where's my SDK!? :)
LadyLuck for donating much of her spare time to the cause of helping out with the loading screen, and this file.
Shattersoul for letting me run it on his server.
IRC testers from #planetwolfenstein on irc.gamesnet.net
PlanetWolfenstein and the PlanetWolfenstein Forums. (www.planetwolfenstein.com
The UK RtCW site and its mapping forums. (www.rtcw.co.uk
Pointy and his lovely compiler. (www.planetpointy.com
Tram Design. (www.planetwolfenstein.com/tramdesign
GTK Radiant. (www.qeradiant.com
* Copyright / Permissions *
Authors MAY use this level as a base to build additional levels.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission!
You MAY distribute this PK3 and associated files through the (internet, FTP, local BBS etc.), provided you include this file and leave the archive intact.
* Additional Notes *
I'm trying to register htttp://www.planetwolfenstein.com/wf
at the moment. Expect it soon (hopefully.)
Kitty stompers may not play this level! ;)
- Tom 'Anavrin' Chen