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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: (WIP) mp_rhinevalley
eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jun. 7, 2009 11:06 am
in SP/co-op the map "Their land their blood" Seelow outskirts has respawning panzerschreks in it - they are the glowing ones

using this model
weapon_ger_panzerschreck_at_obj

which i guess with the right fx is able toglow and flash. I'm not bothered about the efx, but I'd love to see wha the key values are for this placed item. In UO I could have extracted the BSP and then extracted the entity list and read the keys off and replicated the values in my version - job done. In CODWW I have no idea how to access the entity list from a fast file. Does anyone have a workaround?
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
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Level 6
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jun. 7, 2009 09:07 pm
just spent an hour on this and its fantastic! [cool]

definately has the uo feel! [rocking]


just 2 things i could criticise..

- the roofs, look too flat and not a fan of the texture.

- the background hills don't look right.


sabotage was excellent in the town! and took down a few tanks with the panzerschreks! [biggrin]

will be back to play again [wink]
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eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jun. 7, 2009 09:46 pm
cheers man

yeah rthe background hills did look great and then we had a compiling error so have had to make the skybox much smaller - will remake with segmented brushwork in future - but for now we just squeezed the surrounding mountains hence they look weird lol
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
[view latest posts]
Level 6
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jun. 14, 2009 11:56 am
was playin this the other night and one guy was tank whoring like mad....

kept goin from one tank spawn to the other on the axis side and raping the axis spawn house.

when one tank was nearly dead, he'd go get another and shoot the old tank with the new one so when he came back their was a new one for him [lol]

i know theres always one (he had a 30 kill streak!)....but it might be a good idea in a future version

to add more panzerschreks.
increase tank respawn time.
and add more ctf spawns elsewhere.
or add something in your mod to drop these newbs from a great height [biggrin]

the maps still great btw [thumbs_up]
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Morphisnb
General Member
Since: May 7, 2006
Posts: 466
Last: Apr 24, 2016
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Level 5
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jun. 14, 2009 12:31 pm
FAFFER writes...
Quote:
was playin this the other night and one guy was tank whoring like mad....

kept goin from one tank spawn to the other on the axis side and raping the axis spawn house.

when one tank was nearly dead, he'd go get another and shoot the old tank with the new one so when he came back their was a new one for him [lol]

i know theres always one (he had a 30 kill streak!)....but it might be a good idea in a future version

to add more panzerschreks.
increase tank respawn time.
and add more ctf spawns elsewhere.
or add something in your mod to drop these newbs from a great height [biggrin]

the maps still great btw [thumbs_up]


In UO you have to "jump start" an enemy tank and that takes about 15-20 seconds. That is enough time to nail that bastard before he gets started. [2guns]

If someone could re-create/script that it would help.
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eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDWW Map + Mod Releases
Posted: Sunday, Jun. 21, 2009 12:33 am
ok we have opened a few back doors to the spawn houses and decreased the armour of the tanks. new fog and foliage and clutter/cover will reduce tank ownage significantly.

we have opened up some new buildings and all of the castle roof is now accessible, with a few goodies for roof campers.

the fall height damage is fixed too and fog/ foliage reduces the worry about snipers/ tanks :)

a couple of weeks now and the final waw-quality release will be available.

things we'd like to do in future:
add jeeps (gonna chat to zeroy and see what's what)
get bazookas to respawn
add some mg turrets to the bunkers maybe (as flaks dont work)

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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
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Level 4
Im a fan of MODSonair
Category: CoDWW Map + Mod Releases
Posted: Friday, Jul. 10, 2009 07:00 pm
Yeah I'm having trouble with the 88's too.

They work fine in SP but when you try to add them to MP maps they start throwing script errors (bleh!)


Our whole clan is really looking forward to this release :)

Fantastic work!
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mr_sly
General Member
Since: Apr 10, 2007
Posts: 138
Last: May 29, 2015
[view latest posts]
Level 4
Category: CoDWW Map + Mod Releases
Posted: Sunday, Sep. 6, 2009 06:16 pm
mee tooo
1 of my faverite pass times was 24/7 sg rhine valley ctf on uo
i love to see it when its ready perhaps i can come help you check it out my cod waw username is MrSly

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eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDWW Map + Mod Releases
Posted: Monday, Sep. 7, 2009 12:26 pm
you can play it /download it here
91.192.210.5:28931
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
[view latest posts]
Level 6
Category: CoDWW Map + Mod Releases
Posted: Monday, Sep. 7, 2009 04:48 pm
this was really great....until u added all those models [cry]

now i never see anyone on....
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