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Wolfenstein: Enemy Territory Downloads > Maps > Objective:
Ouessant Lighthouse (Beta 1)
Filename: ouessant.zip


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7.97 MB
Beta 1
Neif
http://www.drunkenzombie.net/
340
08-19-2007
ET
Maps > Objective


Average User Rating: 10
Number of Votes: 4
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Ouessant Lighthouse (Beta 1) - File Description  


Description:
The battered german warship Scharnhorst will be returning to the port city of Brest, France tomorrow morning. The allies seek to destroy the ship once and for all, and have dispatched a small team to the island of Ouessant. The island holds a lighthouse critical to all maritime navigation; if the allies can destroy this lighthouse before nightfall, the blinded Scharnhorst will ground itself on the rocky shores of the island."



Ouessant Lighthouse (Beta 1) - Screenshots  
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Ouessant Lighthouse (Beta 1) - Readme  
Readme File:
-------------------------------------------------
Map Information
-------------------------------------------------

Game : Return to Castle Wolfenstein: Enemy Territory
Title : Ouessant Lighthouse
Filename : ouessant.pk3
Created by : Neif [Tim Temmerman]
Version : Beta 1
Release date : 08/17/2007


Installation : Place the 'ouessant.pk3' file into your etmain folder

----------------------------------------------
Objectives
----------------------------------------------

Ultimately, the allies must plant dynamite at the top of the lighthouse to destroy it:

1) The allies must destroy the road gates leading to the lighthouse controls.
2) Allied engineer must plant the override on the lighthouse bridge controls, thus allowing access to climb the lighthouse.
3) Dynamite must be planted at the top of the lighthouse

The Germans must stop the Allies from destroying the lighthouse.

1) Repel the Allied advance and hold the garage. Do not let the Allies destroy the road gate.
2) If the road gate is destroyed, defend the lighthouse bridge controls.
3) If the override is planted on the bridge controls, an Axis engineer can restore the bridge hardware, thus preventing access to the lighthouse.


------------------------------------------------
Additional Map Information/Credits
------------------------------------------------

Thanks : Thanks to the splashdamage forums for years of archived advice.

Editor : Gtk Radiant 1.5.0 using Q3map. Photoshop for command map.


------------------------------------------------
Testing
------------------------------------------------

# This is a beta version so please report all known bugs to me at the email address below. Most importantly I'm looking for balance feedback.

Please mail me if you have some comments on:
- Team balancing issues.
- Any error with texturing, clipping, missing geometry
- suggestions

Email : sirneif AT yahoo DOT COM
Web : http://www.drunkenzombie.net/

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

Copyright © 2007
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.

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


Ouessant Lighthouse (Beta 1) - File Download Options  
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Ouessant Lighthouse (Beta 1) - User Comments  
The following comments are owned by the user that posted them. RTCW & ET Files is not responsible for their content.

Total comments: 1 | Last comment: 08-23-2007 at 14:40

 #1 - Posted by: StinVec (Member) on 08-23-2007 at 14:40
Ok map, good stroyline too, though there are some issues.

· Missing MANY textures

· It's possible to trickjump pretty much anywhere in this map due to the apparent intentional creation of TJ helping knobs and ledges. This allows players to bypass obstacles and barriers as well as get outside of the map. A player can bypass everything in the map from the start and go all the way to the lighthouse and plant without ever seeing an enemy, or even camp the axis spawn from above.

· The bridge raising is cool and well done, though the lighthouse is too near the main ground and can be gamma jumped over with no need to raise the bridge...though by the looks of the rest of the map, this seems to be intentional.

· Ladder glitch at peak of lighthouse can make the player stuck, and if you aren't stuck then you cannot go back down the ladder and must go through the glass or on top...or jump.

· Custom objective voice sounds a bit like a surfer. Decent attempt though.

· Overall design of the map is average as I feel more time was spent on creating TJ areas instead of on flow...or even design. Plenty of doors that do not open in buildings that have no point being there except to be an obstacle, and it feels more like the pathways to the objective are simply there without reason and is more confusing than meaningful.

Nice attempt at a map. I hope you create more maps or refine this as remaking and finishing certain areas could make this a really good map if focused more on flow and gameplay instead of trickjumping and and inteionally created camping areas (mostly gotten to by trickjumping).




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