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Battle of Ihantala zara5ustra
mini-map
2048 m
settings
Axis Home Base
Allied Home Base
Base
Central Outpost
Eastern Outpost
Western Outpost
Axisbase Trenches
Game Modes:
CQ
TDM


RFA Files:
Battle_of_Ihantala.RFA
2003-07-19 15:49:54


Object Spawns:
Browning
Hanomag
Katyusha
Kubelwagen
M3A1
MG 42
PanzerIV
T34
T34-85
Willy


Mod:
BF1942
This is a Conquest: Assault map. Your team will win if you cause your opponent's tickets to reach zero. The Russians can reduce the Germans tickets quickly by holding all of the control points on the map. The Germans can reduce the Russian tickets gradually by holding all of the control points on the map. CREDITS: Map made by [SemperFi] zara5ustra (zara5ustra@hotmail.com). Please visit us at semperfidelis.ath.cx.
Battle of Ihantala v 1.3 Changes since version 1.2 - Added custom loadscreen - Added custom thumbnail in ingame menu. - Added custom mission birefing text. Changes since version 1.1 - New minimap that shows the "outside map" areas and the bridges. Also, the roads have been clearified giving the player a better overview of the map layout. Changes since version 1.0 - Object lightmap generation done! Changes since version finalbeta 1.2 - Went through the map and tried to locate every object that was floating and secured them to the ground. - Changed the flags - germans start with control over all controlpoints exept, ofcourse, of the russian homebase. - Ticket values have been changed. Russians start of with ticket bleed and has to capture two control points to stop the ticket reduction. In order to get the germans tickets to bleed, russians has to capture at least three point while the germans need four points controlled to cause bleed for the enemy. - Surfacemaps, terrain shadows and mergeing terrain lightmaps has been done at the highest quality setting. - object lightmap generation causes a crash in my system. So I'm afraid I have to wait for a fix before I can finalize the level. Changes since version beta 1.1 - added more trees. It should be difficult to get a tank or other vehicle up to one of the trenches and grey it. - the MG42/browning nest in the central trench has been raised for a clearer field of fire. - changed the flag status - eastern and western trenches now start of as neutral spawningpoints. - changed the time it takes to grey/capture a spawnpoint from 20/10 sec. to 10/5 for a faster game experience. - found some floating trees that have been secured to the ground. - added dry sand texture and broken trees in the open field in front of the Axisbase for a better feel of a "cleared out field of fire". Also added log piles for use as tank obstacles. - changed names of the trenches to outpost - they will be refered to as eastern, central and western outposts. - replaced the concrete bunkers with sandbags and ditches to create more of a "realistic" feel to the map. The finnish defence constisted mostly of geurilla-like soldiers and equipment, not large bunker complexes in the middle of the forest. Also added a soldier barrack in the Axis homebase. - Added telephone poles that run along one of the roads. Just a cosmetic touch but I hope that it emphazises the fact that the road is an important through way and communications line, thus justifying the defence of it. - A few other cosmetic touch-ups all around the map. - Axis homebase can now get taken by the opposite team. - Changed the lightning so that the sun falls in from a low angle and from the east giving the map a true geographical light and futher enhancing the feel of dawn.