===================== : AFTER THE WAR 3 : ===================== : N I G H T R A I D : ===================== Custom map for Enemy Territory: QUAKE Wars by Mordenkainen (xor.planetaclix.pt) Beta 4 - September 2008 ======================= Game Types: Campaign, Objective, Stop-Watch Primary Objectives: GDF - 4 Supports Bots: No Modifies Stock Assets: No Supports MT Download: Yes Total Entities: 925 Total References: 50 Total Brushes: 6046 Total Patches: 4691 Total Models: 795 Build Time: 47 days Map Compile Time: 7:51 MegaTexture Time: 15:02 INSTALLATION ============ You must have Enemy Territory: QUAKE Wars v1.5 or higher already installed. 1) If you have an older version of this map please remove it before installing this one. 2) Extract all the files to the "/base/" folder, after which you'll have the following files: megatextures/atw3_lit.mega z_atw3_b4.pk4 z_atw3_b4.txt 3) The map should now be available from the Play Computer and Server menus. You can also load the map directly in singleplayer by typing "map maps/atw3" in the console. GAMEPLAY FLOW ============= In this map the GDF are attacking. They must infiltrate a secret Strogg facility where upgrades to the Goliath are being tested and steal the contruction plans. Because the strogg have a tight hold over this part of Europe the GDF's best hope for a secure extraction is through their naval fleet. GDF HQ has planned this mission for night-time when the weather conditions can facilitate an easier extraction. The GDF aproach the facility via a railroad tunnel to the south. They must then build a safe spot for deploying a platypus they'll use to escape with the plans. Before they can steal the plans however, they must hack into the security computer deep behind enemy lines to cut off power to the defense turret watching over the warehouse. Once this is done, the GDF have to plant an explosive charge at the warehouse doors. Finally the GDF must take the construction plans to the awaiting platypus and sail away to the awaiting fleet standing off the coast outside of artillery range. Once the mission begins the GDF have 20 minutes to accomplish their goal, because that's the time it takes the Strogg capital ships orbiting Earth to zero on the location and nuke the site from orbit (just to be sure). Building the hut will remove the Strogg's forward spawn and two icarus vehicles from play. While it's possible to swim with the plans all the way to the fleet, anyone that dares swim so far already deserves to win. ;) The second objective, hacking the security computer, is supposed to lead to a hard, drawn-out fight. Although there are many ways to reach the building (and three entrances) the spot is located between the Strogg's main spawn and a capturable spawn. The Strogg barricade should blown up to allow the GDF to bring the badger trucks into the fray more easily. GDF should try to liberate the Strogg's spawn to make them spawn back at their base. When playing in Stop-Watch mode the GDF can capture a spawn near the objective. The third objective should feel like a mad dash with both teams moving parallel to each other from their respective spawns to the warehouse doors. GDF should have the advantage here in which case the Strogg's forward spawn and extra icarus may prove to be an obstacle. When not playing in Stop-Watch mode the Strogg can capture a spawn near the objective. After the warehouse doors are blown up the GDF must get inside and steal the Cyclops construction plans and take it to the fleet. The strogg will want to either control the two exits out of the underground warehouse or make sure the platypus is out of comission. The GDF should likewise divide their forces between stealing the plans and protecting the platypus. CREDITS ======= People that have made this map better than it would have been or that made it even possible in the first place. In no particular order: The Doom3World.org gang, especially BNA!, rich_is_bored, bb_matt, pbmax, and iceheart. Visit http://www.doom3world.org and http://www.modwiki.net for the best id Tech editing websites. The Splash Damage crew, especially jRAD, digibob, MoP and RR2DO2 for putting up with my questions. Thanks to all the beta-testers and fellow mappers for their valuable suggestions and criticism; thanks to everyone who volunteered a server, mirror or put up a community page about the map: RosOne Sponge shirosae thefatladysings BerenAndLuthien (AKA acidrain) RotzKotz_ere (AKA Kissaki) Scrupus Chris silver hozz PytoX langley shazam Seiniyta Pulverdings Berzerkr (GER) (AKA Berzerkr) R3B3L BattleRat Backdraft _KaszpiR_ [TFA]Violator (AKA Vio1ator) Keny.U.Bastard (AKA Keny) Donnovan (AKA Beholder) hannes (AKA pinkyy) whiteaden LighT_Sh4v0r Dirka_Dirka retsy GreasedScotsman (AKA goliathvt) bkv sion47 Raga Ubernt M8DNanite (AKA Nanite) dommafia []v[] (AKA iwound) ZeBlob Horror Hexen Terzo zl1corvette 6th Venom gamma (AKA Sk33t3r) Thanks to the following modders for releasing content for other modders to use: berneyboy, gw, and [TFA]Violator. Remember, whenever you distribute third-party mods/assets with your work always give credit where credit is due. Support the modding community, you're a part of it. LEGAL INFORMATION ================= This work includes elements from different third parties which are under various licenses. Make sure you read all the information in all the files inside the "licenses" folder inside the "z_atw3_b4.pk4" file. For instance, the assets created by berneyboy are covered with a license that prohibits CD-ROM or similar physical distribution. Where my own work is concerned (see the next section for details) it is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. To view a human-readable summary of the license visit http://creativecommons.org/licenses/by-nc-sa/3.0/ . To view a copy of this license, read the atw3_license.txt file or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. DOOM and Quake are registered trademarks of id Software, Inc in the U.S. Patent and Trademark Office and/or some other countries. THIRD-PARTY ASSET LICENSE MANIFEST ================================== To make it easier for fellow modders to reference which assets are covered by which license this section sorts all the textures and models by author/license. All assets not specifically referenced here were created by me and are covered by the license in the atw3_license.txt file located inside the "z_atw3_b4.pk4" file. --- All the following assets were made by BerneyBoy (http://www.planetquake.com/berneyboy/textures.htm) and are covered by the license in the z_atw3_b4.pk4/licenses/Readme_PhotoRealistic.txt file: textures/atw3/trim/railtrack1_d textures/atw3/wall/wood1_d textures/atw3/wall/wood2_d textures/atw3/wall/wood3_d textures/atw3/wall/wood5_d texturesheets/atw3/foliage/foliage_d (first two textures from the left) --- All the following assets were made by gw (wrdgrg@yahoo.com) and are covered by the license in the z_atw3_b4.pk4/licenses/gwdm1_readme.txt file: models/atw3/mapobjects/electricbox models/atw3/mapobjects/fire_hydrant models/atw3/mapobjects/telephone_pole_transformer models/atw3/mapobjects/train textures/atw3/models/electricbox_d textures/atw3/models/electricbox_local textures/atw3/models/electricbox_s textures/atw3/models/fire_hydrant_d textures/atw3/models/fire_hydrant_local textures/atw3/models/fire_hydrant_s textures/atw3/models/telephone_pole_transformer_d textures/atw3/models/telephone_pole_transformer_local textures/atw3/models/telephone_pole_transformer_s textures/atw3/models/train_d textures/atw3/models/train_local textures/atw3/models/train_s textures/atw3/models/train_mask textures/atw3/models/train_wheels_d textures/atw3/models/train_wheels_local texturesheets/atw3/foliage/foliage_d (last two textures from the left) texturesheets/atw3/foliage/foliage_local (last two textures from the left) --- All the following assets were made by http://www.mapzone.com/ and are not covered by any known license except a requirement to link to the website. textures/atw3/wall/wood6_d textures/atw3/wall/wood6_local --- EOF