Praetoria-Mission One: Bunker Hill version 2.0


(Diego) #1

DOWNLOAD LINKS:
http://returntocastlewolfenstein.filefront.com/file/PraetoriaMission_One_Bunker_Hill;102183
http://wolfmap.de/details.php?file_id=3335
http://www.haclan.info/wolfet/etmain/praetoria_m1.pk3


Overview:

Mission One: “Allied Paratroopers are enroute to capture a nazi airfield in northern Italy.
An advance allied ground force must destroy the Radar Control Center inside a heavily defended bunker
to allow their airborne forces to slip through the Axis Anti-Air defenses undetected.”

Map Objectives:

ALLIES

Primary Objectives:
1 “Use your Churchill Tank to Breach the Tunnel Doors of the Main Bunker.”
2 “Destroy the Power Generator to release the magnetic locks on the Radar Blast doors.”

Secondary Objectives
1 “Destroy the South Entrance of the Main Bunker.”
2 “Capture the City Garrison to use as a forward spawnpoint.”
3 “Breach the Storage Room Entrance.”
4 “Breach the South Bunker Wall.”
7 “Establish a Command Post inside the Old Church.”
8 “Stop the Axis from Building a Command Post in the Forward Bunker.”


AXIS

Primarmy Objectives:
1 “Stop the Churchill Tank from Breaching the Tunnel Doors of the Main Bunker.”
2 “Protect the Generator that powers the magnetic locks on the Radar Blast Doors.”

Secondary Objectives:
3 “Don’t let the allies destroy the South Entrance of the Main Bunker.”
4 “Defend the City Garrison.”
5 “Defend the Storage Room Entrance.”
6 “Don’t let the allies breach the South Bunker Wall.”
7 “Prevent the Allies from constructing the Command Post in the Church.”
8 “Set up a Command Post inside the Forward Bunker.”

Version Info:

2.0 (8-5-2009)
This update is to make the map compatable with the next Praetoria missions, and to add Gamestate
improvements that I have learned while working on Mission Two.

Known Bugs:
No valid command map layer for z error sometimes appears in console. Still haven’t figured this
one out. It is most likely caused by the 2 layer command map.

Gameplay Changes:
–Bridge bunker has been expanded in size and a doorway was added that leads to the health kits.
–Final primary Allied spawn point has been moved here to bridge bunker that allies spawn closer
to the surface and can put more pressure on the front entrance.
–Allied spawn at the Axis CP bunker has been removed.
–Neither team receives a spawn time bonus when building their CP.
–Axis default spawntime set to 20 seconds. 18 seconds after the Tunnel Doors are blown by the tank.
–Allies spawn time changed to 15 seconds.
–North Doors have been linked to the generator. They will automatically open when the generator
is blown. However, they must still be closed manually by the axis.

Model Changes:
New version of Chavo One’s boat model created so that I do not have to use remap shaders on it.
New versions of Lamp models created so I can remove remap shader calls within each model.
New version of Tank model to reduce remap shader calls.
New Radar and Generator Console shaders based off model shaders. New Generator Model.

Gamestate Improvements:
New Generator Model uses script mover to reduce gamestate.
New CP models now use script movers to reduce gamestate.
Removed some static debris geometry to reduce gamestate.
Complete overhaul of the Texture and Shader library. (search and replace is my new best friend)
Reduced character usage in scriptblocks, entities, and sound files to reduce gamestate chars.

Previous Gamestate usage on my computer: 65-72%
Current Gamestate usage on my computer: 58-65%

Bug Fixes:
Added player clip to South Defenses MG.
Fixed a script bug that gave Axis faster charge times at the start as if CP was already built.
Fixed a bug in the safety glass windows above the radar controls that allowed players to shoot through them.
Reassigned a terrain shader that was looking for grass models.
Fixed Setstate Errors on Target Debris









(Paul) #2

Should i host it for you? No fileplanet shit but just direct download :slight_smile:


(Diego) #3

Extra hosts are always appreciated.


(zbzero) #4

Wel i can host these two praetoria for you i will upload the files and provide the links!!


(Diego) #5

This one is now on RTCW files. Apparently I uploaded the wrong Command map and level shot for it.

I"ll update the first post with any mirror links.


(zbzero) #6

the first post have the right file?


(Paul) #7

No not yet i guess, just wait :slight_smile:

Anyway: i will host it too


(Diego) #8

Yes, that’s the right file. Just has a couple of screenshots from the wrong map.


(zbzero) #9

ok so the links for download is:

Mission One --> http://www.haclan.info/wolfet/etmain/praetoria_m1.pk3

Mission Two --> http://www.haclan.info/wolfet/etmain/praetoria_m2.pk3


(UJERebel) #10

Very nice map!

Just, sometimes all symbols on my command map dissapeared…

Great work!

grzt

Rebel


(Diego) #11

Thanks.

Yes, symbols disappear because I’m using a 2 layer command map. It helps noobs figure out where to go in the bunker. But since all of the objectives are on the first level, the icons disappear when you are on the second level.


(UJERebel) #12

Hmm, High teck, and above my level, but nice work!


(Diego) #13

I was just testing the Night version of this map before releasing it. The scripts for the Night version and the current 2.0 version are the same. In my test, destroying the magnetic Generator was no longer opening the doors to the Radar control room. Has anyone experienced this bug in version 2.0? If so, that is a major bug that will require a script fix.


(ChimTea) #14

Damn…

I’ve played it some time ago.

I wanted to put it on my server but i didnt know the name…

I really like the effects & nice details!

Thx