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Wolfenstein: Enemy Territory Downloads > Maps > Objective:
Operation Marrakech (final)
Filename: et_mor_pro.zip


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8 MB
final
Igloo
http://wolfteam.pl/
646
12-04-2008
ET 2.60b
Maps > Objective


Average User Rating: 10
Number of Votes: 96
Related Files:
Latest 5 Maps > Objective:
- Desert Base map (1.0)
- goldrush_by_fog_200 (2.00)
- goldrush_by_fog_200 (v2.00)
- TC Base Enhanced
- caen_Enhanced

1 Other Files by Igloo:
- Supply Depot (Night) (final)


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Operation Marrakech (final) - File Description  


Description:
An abandoned area on the outskirts of Marrakech is the localization of the Nazi' secret bank. There are missing gold bars which were lost by Allied forces during fights in the Northwest Africa. Now a new battle must take place to decide finally who becomes the new leader of World War 2!



Operation Marrakech (final) - Screenshots  
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Operation Marrakech (final) - File Download Options  

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Operation Marrakech (final) - Readme  
Readme File:
<------------------------------------------------->
<--------------General informations--------------->
<------------------------------------------------->

Name : Operation Marrakech
Map File : et_mor_pro.bsp
Script File : et_mor_pro.script
Release : 01.12.2008 (17:54:45)

Designer : eTTp`Igloo
Contact : igloo@wolfteam.pl

Website : www.WolfTeam.pl

Total Size : 8,6 MB
Prefabs : Goldrush, Dubrovnik (1), Adlernest (1), Escape (1)
Models : goldpyramid.md3 (created by Goomis from game&apos;s resources)

Players : 20 Allies : 20 Axis
Mods : All (but 2.60b patched)

PROPERTY : et_mor_pro.tga;et_mor_pro_cc.tga;cm_doorcontrols.tga;cm_eastgate.tga;cm_etcard.tga;cm_ettruck.tga;cm_goldsafe.tga;banner_ettp.jpg

Hints/Advice/Info:
-> I suggest using r_gamma 1.6 or higher values; for me 2.0 is perfect

<------------------------------------------------->
<-------------------Contributors------------------>
<------------------------------------------------->

This map was previously developed by:

-> {STS103} DC9 CAN

[modification author]

Name : Marrakech Streets2
Release : 19.03.2006
Map File : et_mor2.bsp

-> Fix

[original author]

Name : Marrakech Streets
Release : 27.08.2004
Map File : et_mor.bsp

<------------------------------------------------->
<--------------------Change log------------------->
<------------------------------------------------->

-> December 2008

Added/changed:

- new objectives, new ways
- map&apos;s lighting, improved player&apos;s lighting
- ...
- ...
- spawn protections over the sky - (off by default)

Fixes:

- clipped terrain&apos;s/sky&apos;s areas
- improved design of some buildings
- fixed lights&apos;/doors&apos;/vis&apos; bugs
- and so on...

Thanks to: {STS103} DC9 CAN <source files> , mlyn3k <compiling advice> , eTTp`Goomis <custom graphics/model> , {SSF}Sage <banana model> , Th0rn3 <melon & orange models> , eTTp`Luk4ward <gameplay ideas> , eTTp` members

Notes: Enjoy the new gameplay of the map?!

---------------------------------------------------

-> March 2006

This map has been updated to repair (clip) seam leaks in the four pillars near the tank ramp, clip the overhead section on the town side of the front gate, added wm_set_round_timelimit in script, and re-named et_mor files to et_mor2 for co-existence. A new Allied objective "destroy the back door", additional building structures, texture repairs, and affects have been added to improve gameplay. The tank speed has been adjusted to move the Allied team to the front gates quicker.

Thanks to "Fix" for allowing me to make these modifications and providing the alpha maps (.pcx files) so that this modification could have the same terrain as the original.

{STS103} DC9 CAN

<------------------------------------------------->
<---------------------Details--------------------->
<------------------------------------------------->

Description :

An abandoned area on the outskirts of Marrakech is the localization of the nazi&apos; secret bank. There are missing gold bars which were lost by Allied forces during fights in the Northwest Africa. Now a new battle must take place to decide finally who becomes the new leader of World War 2!

Objectives :
: Allies

1, Build the bridge and move the tank over to the main gate
2, Let the tank blow up the town&apos;s main gate
3, Dynamite the East Gate
4, Activate the Door Controls using the Key Card (their icons are on the map)
5, Blow up the defences by the Bank&apos;s entrance
6, Escape with the Nazi gold

: Axis

1, Don&apos;t let the Allies get the tank over the bridge
2, Protect the town&apos;s main gate
3, Protect the town&apos;s East gate
4, Prevent the Allies from accessing the Door Controls
5, Protect the Bank&apos;s entrance
6, Don&apos;t let the Allies to escape with the gold

<------------------------------------------------->
<--------------------Permissions------------------>
<------------------------------------------------->

All original and composed textures or assets in this level remain property of the sources respective owners.
You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet, CD etc.).
You CAN&apos;T recompile this map, remove the original informations OR readme.txt from the .pk3 file.

Everything that was changed is done by Igloo, using some prefabs from the following maps does not mean they are the same as original ones.

If you have any questions regarding this map, please contact me (this can be done via e-mail OR private message at Splashdamage.com).


Operation Marrakech (final) - User Comments  
The following comments are owned by the user that posted them. RTCW & ET Files is not responsible for their content.

Total comments: 3 | Last comment: 03-31-2009 at 07:11

 #1 - info - 12-04-2008 at 08:20
IglooPL
From:
Joined: December 3rd, 2008
Posts: 2
Hi there,

The map hasn't had any documentation so far.. I will announce it soon, with the better mapscripts (I need to see how it's working on my server).

Hope that anybody will say it's at least "OK" Rock

 #2 - 03-29-2009 at 22:21
B0RG
Joined: December 2nd, 2008
Posts: 110
Does it work with omni-bot or have the scripts to work with omni-bot v0.66 - v0.71? I like what I see so far, but I would like to know if it'll work with the bots before I install the map. Good job on it from what I can see smile

 #3 - 03-31-2009 at 07:11
IglooPL
From:
Joined: December 3rd, 2008
Posts: 2
Hi there,

I don't know if it works or not. But you can always make routes or anything like that - so the bots will know how to get around the city :-)



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