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Editing Wolfenstein: Enemy Territory Splash Damage's official support and discussion forum for Level Design in Wolfenstein: Enemy Territory.

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Old 7th Aug 2009, 08:41   #1
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Default Praetoria-Mission Two: Hell on Wheels

DOWNLOAD LINKS for Version 1.1

http://www.wolfmap.de/details.php?file_id=3344
http://returntocastlewolfenstein.fil..._Wheels;102247


-----------------
Overview:
-----------------
Mission Two: "**The Allied Armor Forces are running low on fuel. They must use the tank
to breach the Praetoria Depot Defenses, replenish their supplies, and escape to the tunnel
that leads to the airfield"

Map Objectives:

-----------------
Axis:
-----------------
1 "Primary Objective:**Stop the Allies from breaching the Depot Defenses."
2 "Primary Objective:**Don't let the Allies reinforce the Tank at the Repair Depot."
3 "Primary Objective:**Protect the Fuel."
4 "Primary Objective:**Stop the Allies from escaping to the Tunnel that leads to the Airfield."
5 "Secondary Objective:**Defend the Side Entrance."
6 "Secondary Objective:**Protect the Side Wall."
7 "Secondary Objective:**Protect the Gun Controls"
8 "Secondary Objective:**Build a Command Post"

-----------------
Allies:
-----------------

1 "Primary Objective:**Use the Tank to breach the Depot Gates."
2 "Primary Objective:**Reinforce the Tank at the Tank Repair Depot."
3 "Primary Objective:**Steal the Fuel for the Tank.."
4 "Primary Objective:**Escape to the Tunnel that leads to the Airfield."
5 "Secondary Objective:**Destroy the Side Entrance."
6 "Secondary Objective:**Destroy the Side Wall."
7 "Secondary Objective:**Destroy the Gun Controls"
8 "Secondary Objective:**Build a Command Post"
----------------------------------------------------------------------
Version Info:
-------------

1.0
First Public Release

Known Bugs:

On very rare occasions, the tank may not register as being damaged and will
therefore not be repairable. This usually happens when the tank is being unlocked after
the upgrade is complete. To reduce the possibility of this happening, I've rigged the
Locking lever to only unlock the tank if it has already been repaired. Hopefully, axis can
refrain from damaging the tank in the middle of the unlock cycle and avoid this bug completely.









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Old 7th Aug 2009, 09:47   #2
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Default Re: Praetoria-Mission Two: Hell on Wheels

This is something that is a must to try out. Nice screens It will most likely end up on my server like the first one.
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Old 7th Aug 2009, 10:49   #3
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Default Re: Praetoria-Mission Two: Hell on Wheels

Looks like quality work again Diego - cant wait to have a look.(the dl speed on badongo.com will keep me waiting for some time tho - i get 10-12 kb/sek.)
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Old 7th Aug 2009, 11:03   #4
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Default Re: Praetoria-Mission Two: Hell on Wheels

Oh nice Diego I've been waiting for this release pretty long + bonus new mission one
Download too with ~10kb but i can wait.

Thanks soooo much for this release, can't wait to test it but it will be superb and it will be in our campaign.
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Old 7th Aug 2009, 11:49   #5
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Default Re: Praetoria-Mission Two: Hell on Wheels

Temp mirror for you:

http://www.battle-of-wolken.co.uk/temp/praetoria_m2.zip
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Old 7th Aug 2009, 12:14   #6
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Default Re: Praetoria-Mission Two: Hell on Wheels

There is a texture missing for the boat ... Awesome map!
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Old 7th Aug 2009, 12:42   #7
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Default Re: Praetoria-Mission Two: Hell on Wheels

Yea - had it too - camocraft_additions.tga is missing.

Had a quick run on it.
Great map - the tanks stuff is awsome - was a bit dissapointed when my journey ended at the gate - i was ready to run on to the airfield
The skybox quality dident match the rest - but the filesize is maybe big enough as it is.
Looking forward to try it in game.
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Old 7th Aug 2009, 13:07   #8
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Default Re: Praetoria-Mission Two: Hell on Wheels

wow

verry nice textures, gates etc
and the tank upgrade for dummies amazing

great map. wait for playing on server...
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Old 7th Aug 2009, 13:35   #9
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Default Re: Praetoria-Mission Two: Hell on Wheels

too bad you had to split this map. after i escorted the tank to the airfield i would have wished for myself that it doesnt end here. maybe caus i wanted to play more of this

and the tank repair/upgrade scene with the "holy smoke" is a nice idea. nice shooting sequence with the upgraded tank also.

one thing was a bit unnatural. at the beginning the tank destroys the first gate to pass into that open area. this is looking a bit unnatural in my opinion, caus a tank normally wouldnt move his turret 90 degrees only. the body would move along with the turret. maybe you should shorten the angel the turret has to take.

and if you want i can write yourself a little script which refuses to play the starting sound twice. as i think, it would be better to only play this once; either during warmup or after warmup. same for the wm_announce "version 1.0".

all in all this is some really cool stuff.
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Old 7th Aug 2009, 13:55   #10
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Default Re: Praetoria-Mission Two: Hell on Wheels

Nice map since long time

Just the grahpics etc perfectly done!
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Old 7th Aug 2009, 15:37   #11
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Default Re: Praetoria-Mission Two: Hell on Wheels

Hmpf I somehow downloaded it as a .zip and I can't open it
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Old 7th Aug 2009, 15:43   #12
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Default Re: Praetoria-Mission Two: Hell on Wheels

Try to rename it to .pk3
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Old 7th Aug 2009, 15:43   #13
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Default Re: Praetoria-Mission Two: Hell on Wheels

http://gamemaps.nl/et/etmain/praetoria_m2.pk3

Workign link now, you can download from there!
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Old 7th Aug 2009, 16:16   #14
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Default Re: Praetoria-Mission Two: Hell on Wheels

I asked the guys at RTCW files to postpone putting up the map so I can get the missing texture in there. Don't know how I missed that one, but that texture is in the Mission One file so if you download that one it will work until I get a new .zip ready. Thanks to those with the temporary mirrors. I just use badongo to transfer the file to my computer at work for testing so I don't intend for that to be a permanent host.


@shag: It is a zip file. The pk3 file is inside it. Just extract that pk3 into your etmain.

@qualmi: Yeah, I always wanted to fix that sound so it only played once after warmup. And I still almost postponed uploading it so I could look into a scriptchange for it. Just had too many other things to look into. If you have a fix that works, post it here and I'll add it to the script when I update the missing texture. The 90 degree turret thing: I'm not worried about that one. It gets the job done. ;)


As far as the map split is concerned, all of the objectives with the fuel, destroying the side wall and entrance, and escorting the tank out to the airfield tunnel were added after I split the map. Originally, you were supposed to escort a truck with a stolen objective out that way. But I've moved those objectives to the next map. So this way, you actually get a lot more Tank escort than before.

Oh, and the airfield is for map 4. That will be the last one if Mission 3 doesn't kill me first.
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Old 7th Aug 2009, 16:29   #15
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Default Re: Praetoria-Mission Two: Hell on Wheels

Oh, here is a strategy tips for you when you play it:

No matter what team you are on, Get that CP. Allies get a forward spawn with it that can wreak havok with the axis. Axis can deny the allies that spawn and get a 2 second spawn time bonus with it. Holding the CP makes it easier for the axis to get into the repair bay and delay the allied upgrade. For allies, that extra spawnpoint really helps them rush the fuel objectives and gives them a short route when escorting the tank out of the depot area to through the tunnel.

And don't forget, the tank takes double damage from the AT gun when shot in the rear on the way out. When that tank's armour runs out, it will be destroyed and the allies lose big time.
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Old 7th Aug 2009, 16:40   #16
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Default Re: Praetoria-Mission Two: Hell on Wheels

Oh, I also got a missing command map marker (upper left ... I'm sorry I can't recall the name of the marker)

Besides that: congratulations for such a great map! It gives me the old RTCW feeling, great job!

EDIt: gonna retest the map to check that marker name
EDIT2 : also I had a problem on my mac when I tried to unzip it. Something like the zip was locked or so
But seems like it worked for all the rest, so ignore my zip problem (i got it working with Scary's DL)

EDIT3: Update:

Ok that missing marker was of the side entrance (when you look at command map=> center). It's marking as missing when you're still spectator and need to choose a team. When I join allies I see the dynamite icon.

And then there's a little typo in the arena file (look, at screenshot)
Attached Images
File Type: jpg airfield.jpg (100.1 KB, 24 views)
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Old 7th Aug 2009, 17:20   #17
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Default Re: Praetoria-Mission Two: Hell on Wheels

game_manager new:
Code:
game_manager
{
	spawn
	{
		
		//====================================================================================
		//ACCUM SETTINGS
		//====================================================================================
		accum 1 set 0         	//Allied Objectives completed
		accum 2 set 0			//Axis Objectives completed

		
		//====================================================================================
		
		//====================================================================================
		//GAME RULES
		//====================================================================================
		wm_axis_respawntime			20  //20
		wm_allied_respawntime		15  //15
		wm_number_of_objectives		8   //Should match number of objectives in OBJDATA file.
		wm_set_round_timelimit		30	//Time Limit
		wm_set_defending_team		0	//Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_setwinner				0	//Winner on expiration of round timer (0=Axis, 1=Allies)
		//====================================================================================
		//TEMPORARY CHARGE TIMES FOR TESTING
		//====================================================================================
		//		setchargetimefactor 0 soldier		0
		//		setchargetimefactor 0 medic			0
		//		setchargetimefactor 0 engineer		0
		//		setchargetimefactor 0 fieldops		0
		//		setchargetimefactor 0 covertops		0
		//		setchargetimefactor 1 soldier		0
		//		setchargetimefactor 1 medic			0
		//		setchargetimefactor 1 engineer		0
		//		setchargetimefactor 1 fieldops		0
		//		setchargetimefactor 1 covertops		0
		//====================================================================================
		
		//====================================================================================
		//OBJECTIVES
		//====================================================================================
		
		// Objective overview status indicators
		// wm_objective_status <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete 2=failed)>
		
		wm_objective_status 1 1 0	//Breach the Depot Defenses with the Tank
		wm_objective_status 1 0 0
		
		wm_objective_status 2 1 0	//Reinforce the tank.
		wm_objective_status 2 0 0
		
		wm_objective_status 3 1 0	//Steal the Fuel.
		wm_objective_status 3 0 0
		
		wm_objective_status 4 1 0	//Escape to the Tunnel Exit.
		wm_objective_status 4 0 0
		
		wm_objective_status 5 1 0	//Destroy Side Entrance.
		wm_objective_status 5 0 0
		
		wm_objective_status 6 1 0	//Destroy Side Wall.
		wm_objective_status 6 0 0
		
		wm_objective_status 7 1 2	//Protect the Gun Controls
		wm_objective_status 7 0 1
		
		wm_objective_status 8 1 0  	//Build a CP.
		wm_objective_status 8 0 0
		//====================================================================================
		
		wait 150
		//====================================================================================
		//REMAP SHADERS
		//====================================================================================
		//Shader remaping for the Churchill Tank for temperate climate
		remapshader "models/mapobjects/tanks_sd/mg42turret" "models/praetoria/ch_tank/mgturret"
		remapshaderflush
		//====================================================================================
		
		//====================================================================================
		//AUTO SPAWN (0 = AXIS, 1 = ALLIES)
		//====================================================================================
		setautospawn "Forward Bunker" 0
		setautospawn "Forward Bunker" 1
		//====================================================================================
		wait 2000

		//====================================================================================
		//STARTING ENTITY SETUP
		//====================================================================================		
		trigger tank1 obstacle_000_added			//AT Gun Obstacle to force tank to alter route.
		trigger tank1 obstacle_001_added			//Repair Depot Doors are lowered.  Tank Can't move past.
		//====================================================================================

		trigger self intro
	}

	trigger intro
	{

		abortifwarmup	
		
		wm_announce "^2Version 1.0!"				//Script version

		wait 500
		
		//====================================================================================
		//STARTING VOICE COMMANDS
		//====================================================================================
		// *---------------------------------------------------------------------------------*
		togglespeaker start
		wait 1000
		
		wm_teamvoiceannounce 0 "axis_tank_stop1"
		wm_teamvoiceannounce 1 "allies_tank_esc1"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		
		
		wm_addteamvoiceannounce 0 "axis_tank_stop1"
		wm_addteamvoiceannounce 1 "allies_tank_esc1"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*
		//====================================================================================
	}
	
	//=======================================================================================
	// ||||||||||||||||||||[    AT_GUN FIRING ABILITY     ]||||||||||||||||||||||||||||||||||
	//=======================================================================================
	
	trigger fire_countdown
	{
		globalaccum 0 abort_if_not_bitset 1
		wm_announce "^1WARNING: ^3Operational Tank Detected!!"
		
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		
		globalaccum 0 abort_if_not_bitset 2		
//		wm_announce "^1WARNING: ^3Tank is in Range!!"

		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		
		globalaccum 0 abort_if_not_bitset 0		
//		wm_announce "^1WARNING: ^3AT Gun Reloading!!"
		togglespeaker at_gun_prep
		
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		globalaccum 1 abort_if_not_equal 1
		wait 200
		
		globalaccum 1 abort_if_not_equal 1
		wm_announce "^1WARNING: ^3Fire the AT Gun!!"
		trigger at_gun_trigger fire_ok
	}
	
	//=======================================================================================
	// ||||||||||||||||||||[    VICTORY SCRIPTING     ]||||||||||||||||||||||||||||||||||||||
	//=======================================================================================
	//ALLIED VICTORY
	trigger allies_objective_counter //Counts allied objectives completed
	{
		accum 1 inc 1
		trigger game_manager checkgame_allies
	}
	
	
	trigger checkgame_allies
	{
		accum 1 abort_if_not_equal 1
		wm_setwinner 1
		wait 1000
		wm_endround
	}
	
	//AXIS VICTORY
	trigger axis_objective_counter //Counts axis objectives completed
	{
		accum 2 inc 1
		trigger game_manager checkgame_axis
	}
	trigger checkgame_axis
	{
		accum 2 abort_if_not_equal 1
		wm_setwinner 0
		wait 2000
		togglespeaker tpir
		wait 4000
		wm_endround
	}
	//=======================================================================================
}
there should be nothing special about that script, mainly it refuses to play the startsound and the wm_announce message. the timesteps are exactly the same + i have replaced the teamvoiceadd-commands. they can be found in the new intro block. if you dont want it like this, then i can also do it the other way round; play the startsound and the message during warmup. just tell me if you want it that way
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Old 7th Aug 2009, 17:24   #18
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Default Re: Praetoria-Mission Two: Hell on Wheels

Tested it and nice & good objective
(I can imagine to tell all classes to stand at the place to update the tank ; - and i know, they won't get it) )

And nice to hear you think about making maybe a 4th one.
Maybe part 3 the tank can drive outside and there is a beatuful landscape like in part 1 :-)
(Now i am waiting on our server when the maps comes on ;) )
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Old 7th Aug 2009, 19:45   #19
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Default Re: Praetoria-Mission Two: Hell on Wheels

@qualmi
Thanks for script update. I'll add that into the script when I patch the missing texture.

@shag
Damn typos.

And my Command map markers always seem to do that when I use the custom images for the defending team. In my opinion, it is really a pain when you are trying to learn a new map on the defending team and you can't find where the dynamite was planted because the defending side by default does not get an image on the command map for the objective. So, that's why I always use the custom image for the axis team. But that seems to break the allies side until you join the team. Not sure how to fix that one.
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Old 7th Aug 2009, 19:50   #20
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Quote:
Originally Posted by dutchman View Post
Tested it and nice & good objective
(I can imagine to tell all classes to stand at the place to update the tank ; - and i know, they won't get it) )

And nice to hear you think about making maybe a 4th one.
Maybe part 3 the tank can drive outside and there is a beatuful landscape like in part 1 :-)
(Now i am waiting on our server when the maps comes on ;) )
Yeah, I can't tell you how many of my players tried to get in the repair pit "UNDER" the tank to install the upgrade. But c'mon, isn't that big square whole in the floor with the required class's icon in it and the great big Arrow pointing to it enough of a hint? Sometimes not. That's why I added the "upgrade for dummies" signs to help noobs learn how to do it.

Part 3 will not have a tank. It takes place inside the research facility (it was the other half to this map originally). In part 3 you ride a rail tug and steal a prototype Jet engine, load it onto a truck, and then the truck
will take it to another tunnel leading to the airfield.
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