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Archives/bf1942/levels/map packs - no documentation/fnf_nov_5th_2004/Barbarossa.rfa
bf1942/levels/Barbarossa/Barbarossa ReadMe.txt
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Title : Operation Barbarossa
Date : 6-22-2003
Version : 1.0 final
Filename : Barbarossa.rfa
Author :
Email : Ghoul@Global-Conflict.net
WebSite : http://www.Global-Conflict.net
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* Play Information *
Game : Battlefield 1942*
Game Type : Conquest, TDM, CTF, CooP (limited single player support)
Game Mod : None Required
Requires : Battlefield 1942 1.31 or higher
Players : 20 minimum or you'll feel alone!
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* Construction *
Base : only the sky remains from Kursk
Editor Used and Other Tools : BF1942 Map Editor (shouts to Mad Bull!), 3ds Max, Rex Tools, Photoshop,
Build time : Several hundred hours between 3 people. We started this map in February 2003
Known Bugs : None but please report them if you find any!
Features : Lots of them, read information below.
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* Installation *
The .rfa file should be extracted/installed to your "Battlefield 1942\Mods\bf1942\Archives\bf1942\levels" Directory
* To Play *
Start BF 1942 and....
Select Barbarossa from the multiplayer map list.
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Ghoul, Anthead and Oni of Global-Conflict Present,
Operation Barbarossa
Part 1 of 3 in our eastern map campaign.
Today marks the anniversary of Operation Barbarossa so we thought it fitting to have our map finalized by today!
June 22nd 1941 Germany began its campaign to conquer mother Russia. This map takes place crossing the border of Poland to Belarus. Our next map will be a continuation of Germany's push into Russia fought outside the city of Smolensk at the river Dnieper. After Smolensk, the last map in the Barbarossa series will be Operation Typhoon, which will (did) take place in the very shadow of Moscow it self.
If you already downloaded Barbarossa last month you should know that it was a leaked version that we were far from having finished and were a bit disappointed that it was done without our blessings or knowledge till it was too late to stop. There have been several improvements and additions that we hope you enjoy, plus its just a taste of things you'll find in our next map.
We chose this map and theater of war initially because we dislike how unbalanced the eastern front maps are when it came to air power and thought, while we are at it why not make a map that has something for every class and vehicle. Flying on Barbarossa will tax your piloting skills to the max, ground vehicles have tons of cover in which to hide from air dominance. Snipers and Anti Tank soldiers will find a godsend of places to hide on Barbarossa, and because the blocked pass holds no medical supplies the Medic class will have more value placed upon him than ever here. All in all, the ground pounders will reign supreme on this map.
Barbarossa vehicles.
Axis Main Base:
2 Tiger Tanks (Heavy Tank)
3 Panzers (Light Tank)
2 BF-109's (Fighter)
1 Stuka (Bomber)
2 Kubelwagens (Jeep) ***
1 Wesp (Artillery )***
Allies Main Base:
2 T34's (Heavy Tank)
2 T34-85's (Light Tank)
2 Yak-9's (Fighter)
3 willy's (jeep) ***
2 Katyusha (Rocket Artillery Truck) ***
Each corner flag:
1 Light tank
1 Jeep ***
1 APC *** (Mobile Spawn Point)
*** Denotes vehicles that have been modified in some way. Read notes below for details.
NO EQUIPMENT SPAWNS AT THE 3 MIDDLE FLAGS (except machine guns) NOR CAN YOU SELECT THESE FLAGS TO RESPAWN AT.
THE MIDDLE THREE FLAGS ARE THE ONLY FLAGS THAT HAVE ANY VALUE. HOLD 2 OF THE 3 FLAGS AND THE ENEMY WILL LOOSE TICKETS. THE CORNER FLAGS (The Farm and The Lumber mill) CAN BE PICKED AS A SOLDIER RESPAWN POINT AS WELL AS ANY APC YOUR TEAM CONTROLS. WHICH IS TO SAY, THE AXIS CAN SPAWN AT ANY HANOMAG APC AND THE ALLIES CAN SPAWN AT ANY M3A1 APC.
IF YOUR TEAM CONTROLS BOTH FARM AND LUMBER MILL YOU WILL BE ABLE TO SPAWN AT EITHER APC THOSE POINTS PRODUCE. USE THESE APC'S TO GET IN CLOSE TO HOLD AND CONTROL THE MIDDLE FLAGS!
FLAGS.
Cliffside Radar Station:
Nearest to allies base. Vehicles can climb up to it if careful, watch the cliff edges, they are slippery!
Windmill:
This flag is inside the mill so makes it easy to hold by just a few people but is approachable from any direction so can be under constant attack.
Blocked Pass:
Nearest to Axis base. Dense forest makes this flag an ideal place to stash your teams APC. It is very difficult to bomb targets nested in this area.
Notes on vehicles:
APC:
The APC has been modified to take on the properties of a light tank so as to improve its survivability although it has no weak spot like a tank does. It has also had its life points increased to avoid its easy destruction by a single bomb dropped by a plane. The APC will also repair nearby friendly vehicles and self repair itself at a slower rate.
Thanks to http://www.battlegroup42.com for the APC models which allow the driver to turn their heads and look out the windows from inside the APC)
Jeeps:
Jeeps have been added that are 4 wheel drive to facilitate being able to climb all over the very hilly terrain. They also have a mounted MG to assist in air defense.
Thanks to Recruit Sniders Mod collection for these jeeps.
Artillery:
I've increased the hit points of both teams artillery (both sides set to 100 instead of 50) to extend their survivability, though one well placed bomb will still kill them.
Exploding Objects:
Some barrels and boxes can be destroyed resulting in a large explosion damaging all around them. Propane tanks do not take damage from machine gun fire, so use something else. REPAIR PAD CAMP AT YOUR OWN RISK!!!
Ammo box:
Reload times have been reduced to curb grenade spamming (thanks Battlegroup42 for that idea).
AI Notes:
The AI is only about 40% working. The Axis drive around and cap flags where as the allies just sit around and defend their main base. If you want to try and play with them you might want to play on the Allies side so that you at least have some targets to shoot at. We will continue to try and improve the way the AI acts on this map for possible future patching (and for our future mapping efforts) but we cannot continue to delay releasing this map because of AI problems.
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Thank you's:
Shouts to the guys over at http://www.BattleGroup42.com for letting us use their APC code and Models.
Recruit Snyders Mod Collection for giving me a resource to learn from example.
The forums at http://www.bf42.com (an invaluable resource if you have a serious map making bone in your body).
The Battlefield Wiki at http://www.twilighthalls.de/cgi-bin/wiki.pl?HomePage (if all else fails check the wiki!!!)
Lastly a big shout goes out to Coder " Why?!" (yes that is his nick) for his kick ass Special eFX. Check out some of his amazing effects for Battlefield 1942 in the forums at http://www.bf42.com You'll know which is his when you see it!
Have a good idea? Are you a coding god? Want to colaborate on a project? Shoot Ghoul a email with your thoughts and perhaps we can work together.
Send mail to Ghoul@Global-Conflict.net
Anthead@Global-Conflict.net
Oni@Global-Conflict.net
SEE YOU ON THE BATTLEFIELD!
* Permissions*
Please do not modify this map in any way before contacting us. If there is something wrong with it please let us know and we will fix the problem. If you want to use anything in this map please just ask so that we can check out the new way these things have been put to use. Of course, credit or a thank you in your read me is always appreciated.
All original and composed textures or assets in this level remain property of
the sources respective owners.
You MAY distribute this File in any not-for-profit electronic format (BBS, Internet,
CD, etc) and include all files, including this readme, intact in
the original archive.