Spring 1944, Italy. The Allies are finally advancing at the Gustav Line when an S.O.E. Intelligence report reveals a hidden reserve of Axis armour near Monte Cassino. The Allies must breach the depot heavy defences and destroy all the tanks stockpiled there before they can be used in an Axis counter offensive.
The Allies must escort a truck laden with a massive bomb to the re-inforced main gate of the Axis tank depot. The bomb is detonated when the Allied Command Post is built. Once access has been obtained to the interior of the depot, the Allies must assault the tank garage and destroy the 8 jagdpanther tanks inside. Tanks destroyed cannot be repaired.
The shortcut for the Allies to their Command Post is through a Teller minefield. These anti-tank mines have been converted to act as anti-personnel, and cannot be defused. They are only revealed when a Cov Ops goes near them. (The distribution of Teller mines is different for each game)
The depot has a deadly 88mm on the depot roof. It can be aimed at the road, hilltop or minefield. It is tough but can be destroyed by explosive weapons. NOTE: the 88mm can not be aimed unless the Axis Command Post is operational. Destroying the Command Post will prevent aiming although it can still be fired at its current target.
When fighting along the internal railway line, beware of the live rails carrying 750 volts.The power to the live rails is cut if the generator supplying the workshop fan is damaged; this does not stop the trains, which switch to internal batteries.
Allied raiders must get ashore from their stolen U-boat, storm the Me 110 factory and grab the secret radar components being fitted to aircraft on the production line. The Allies start inside the U-boat and must assault the forward bunker using high-speed dinghies and weather balloons. Destroying the main entrance to the airstrip will give the Allies access to the Me110 factory and the radar components within. Allies can enter the factory via the north doors or the side entrance and will need to fight their way along the production line to the south end where the radar components are kept. The radar components must be brought to the American halftrack outside the factory for an allied victory.
I have created an additional sounds pak to provide verbal instruction for the players on which room to capture next, and to tell them the current score. Just plonk it into etmain. Set in the country manor of the board game Cluedo (Clue in the U.S.), there is no real scenario - this is played just for laughs as a break between "proper" maps. Each game lasts about 10 minutes. Axis spawn in the Ballroom (centre top of the map) and Allies in the Hall (centre bottom).A flag then randomly spawns in one of the seven other rooms. The upper edge of the room's walls glow white when the flag is active inside.
The flag can be captured by either team, giving the white glow an inner blue (allies) or red (axis) core to show the current possessor. When the flag is held for a total of 90 seconds by a team it is secured and removed from the map. The white glow is removed and the inner core remains to show that the room has been fought over and which team secured it.
This process is repeated until one team has secured four flags and is victorious.
Players can move freely between the rooms and enter the cellar. The doors are glass lined so that players are aware of anyone camping the other side, which is legitimate and likely to be the case.
Each room can be entered or exited through its windows, and the four corner rooms have secret passages which link them. Players can also move around and over the building.
Each of the seven flag rooms has a trap which is activated by the lever in the corridor outside the room. Once a trap is activated it cannot be re-used for 30 seconds.
The traps make the interior of the room uncomfortable or downright dangerous for its occupants, which helps to shift players camping the flag. The player activating a trap is teleported to a location outside the room, so he can witness the carnage he has caused.
To make things even more lively, the players will find there are all sorts of places that engineers can plant mines to surprise the unwary...
The action is fast and frantic, with low respawn times to ensure all the players stay in the thick of it.
Recommended for teams of between 2 and 12 per team.
"The biggest addition is the new Routing System, which waypointers/scripters can use to set up multiple routes to approach map goals. This provides a more dynamic experience by allowing bots to attack goals from multiple routes.
Another signficiant part of this release is an overhaul of the loading system, as there were many issues in the past with people unable to get the bot loading, especially on linux. This should be much more reliable now.
Stability should be dramatically improved, especially with complex scripts."
Chateau En Espagne is an old-school CTF-map. You will find the objectives behind the big silly faces (marked also in the command map as blue and red boxes). You have to capture all the 3 in order to win the game. Capturepoint is at the little cottage next to the "panzer-machine". Try to capture those flags before the enemy does!
Short after the end of the war a secret SS-Troup consisting of former colleagues of Werner Braun escaped to North-Norway and established a huge, autarkic underground aircraft factory.
The aim was to produce a newly developed "Reichsflugscheibe" which has been equipped with a completley new technique. Any other pursuit plane would be expelled. This novel fuel of the so-called "Reichsflugscheibe" contained an unknown chemical-toxic substance, which will make the Missile fly five times as fast as sound-velocity.
The Task of the Allied Forces is to infiltrate the SS-Base in order to destroy the recently built prototypes of the "Reichsflugscheibe". Furthermore the secret plans of the "Reichsflugscheibe" need to be stolen.
The codename of this operation is "Silberpinguin".
It's a race, to build your base! Steal Construction Materials from your enemy's base and secure them at the various 'Capture Pads' located in your team's base. Different capture pads correspond to different base constructions and upgrades, so be sure to think about where you secure your Construction Materials. Capture Pads can be used multiple times to upgrade constructions. Also, constructions can be 'synergized' by completing combinations of other constructions. The first team to complete all 40 constructions / upgrades or have the most completed when the timer runs out wins!
Sonic Valley Prouductions, The sound design team that brought big sound to mods such as Iron Grip, The Hidden and Desert Conflict and currently working on Hard Rain, Obsidian Edge 2 and No More Room In Hell are pleased to present a new tool for the mod community. The Sound Design Toolkit Vol 1 is a collection of almost 100 sound fx recorded and created by the SVP team for mappers and modders to use freely without any obligation in their projects.
"Often we have alot of audio that we create that never sees the light of day in our projects" says Sonic Valley General Manager Hermann Rauth, "So we decided a while back to take some of those samples and put them together in a collection. It's our way of not wasting alot of hard work and creates an oppurtunity for us to give something to the mod community, which is one of our main focuses....to help out mods."
However alot of the audio has been specially recorded for this collection such as Aircraft like F18 bombing runs, Military jet take offs and landings from F15's and the C17 Globemaster as well as a nice radial engine stunt plane. Other sounds include weapons like Anti tank, Sniper Rifles, Sub Machine Guns, Whizbys, Explosions, Tanks and much more.
The Allies have intercepted intelligence that an important transaction will be occuring between the Germans and Italians in Venice today. The Allies must escort their Churchill Tank to blow the library open, commandeer the relic and escape Venice by Boat.
MaPZone is simply the most advanced texturing tool ever. MaPZone is only intended to be used for producing high quality textures, and this is what it does best. Based on a unique and patented technology called the FX Maps, MaPZone is the only procedural tool giving you that much control over your creation.
MaPZone2 is an authoring tool dedicated to procedural textures edition and management. It produces textures based on Allegorithmic's patented FXMaps technology, that can be later on rendered at runtime in any program using the ProFX2 library, saving a huge amount of disk space. It can also be used simply to export bitmap textures for generic uses.
April, 1940. The Allied troops have found a radar base near the city of Narvik. The German Submarines in the North Atlantic seem to be commanded by this base and to be supplied with orders. The Mobile Emitters must be stolen and the Main radiomast destroyed. The Axis troops shouldn't be able to send new orders to their submarines.
"For all people they dont like snow, here a spring/summer/autumn version of the map Wolfsrudel. In the bundle waypoints are added for Omnibot, called wolfsrudel3.way. This will be the last version of this map. Thanks for all people for supporting me and have a great time."