Read about the new maps, new features, many bug fixes and vast improvements of the latest version of Darkest Hour
Posted by Captain_Wilson on Jul 19th, 2008 digg this super bookmark
We are proud to announce the release of Darkest Hour Beta Version 1.1, which addresses a swathe of bugs reported after version 1.0 was released, includes several new maps and features and provides many changes to existing weapons and systems.
This upgrade will not only improve the game that our dedicated fans have been playing, but bring back the players who were disappointed with these bugs in our initial release, and we look forward to the expanded community this patch will provide.
Upgrade now at our Downloads page!
This map features a revolutionary new approach to battles. It consists of 2 seperated zones, with fighting occurring simultaneously in both, and the outcome of the skirmish in one zone has a drastic impact on the battle raging in the other.
The Allies must Secure the town of St Fromond and the vital bridge accross the Vire River, but constant artillery is falling onto the bridge area making it almost impossible for the bridge to be captured and repaired.
A small squad of Allied tank crew are sent to silence these guns in the secondary zone in order to stop the shelling on the town. Once this objective is complete, the artillery barrages will cease on the main zone and the tank crew can then spawn into the main battle, where tanks will become available to assist in the attack.
Axis artillery crew and officers attempt hold the guns in the secondary zone. They must hold off the attack by the tankers to enable the artillery to continue shelling the town. If they fail to hold the guns, they will then spawn into the main battle to help defend the final objectives.
NOTE: This map release is beta due to lack of testers
A small infantry only map, the Allies hold a hill with useable mortars situated at its peak. These mortars can be used to rain death down upon the advancing Germans. The Axis forces must capture a small cottage and a downed Stuka, before mounting a final assault on the hilltop Battery to take the mortar position and eradicate the Allied prescence in the area.
NOTE: This map release is beta due to lack of testers
A follow on map from Merville Battery. After securing the gun emplacements, the night has passed without incident for the British paratroopers. With the break of dawn however, the Germans counterattack and the Allies must drive them back by pushing further into enemy territory. From the compound's rear gate, they must fight their way to the nearby manor house and once there, setup a base of fire to repel the advancing Axis forces.
NOTE: This map release is beta due to lack of testers
The incredibly popular custom map by DarkLight mapper SchutzeSepp is now official!
Elements of the 101st Airborne have advanced to the edge of the Bois Jacques forest on the outskirts of the town of Foy. Easy Company, 2nd battalion, 506th Parachute Infantry Regiment, and Item Company, 3rd Battalion, 506th Parachute Infantry Regiment of the 101st Airborne lead the Assault into the town of Foy at 0900 on 13January1945. Waiting for them however are the Pionier-Abteilung 26 (26th Volksgrenadier Engineer Battalion), a number of Anti-Tank guns from the Panzer-Jäger-Abteilung 26 (26th Volksgrenadier Anti-Tank Battalion) and a Sturmgeschütz III (StuG III) from the 244th Assault Gun Brigade. The fighting will be vicious and bloody...
Foy introduces a novel method of "selectable spawns", enabling players to choose their spawn point and more effectively attack or defend where it's needed most. This map is also based on satellite data and photographs of Foy and the surrounding areas, in order to make it as accurate as possible.
One of the more Popular Custom Maps out for Darkesthour at the moment.
Allies have to advance through a forest and capture the objectives, then move out and capture the Pak bunkers to complete the map.
Redid Axis spawns - There are now 2 FJ spawns in underground bunker until Gun 2 is lost, then 4 FJ spawns behind Gun 4.
All colisions removed from Trees - You can now shoot through them and hide in them.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Nice, great update
**** yeah, great job fixing Omaha and everything. Hopes it gets a bit more popular now.
just plain AWESOME!
Looking forward to redeploying, it's been a long leave.
thanks for the comments guys nice to see we have plenty of support over here
very nice DHTeam
Very good update:)
Another step closer to world domination, bwhauahaha!
Hell yeah
inspirational!
This game is the mutts of all realism based WW2 FPS games.
lol
I love this mod :)
you guys should have kept the 1.0b patch for people that didn't download it yet. now i have to redownload the full installer..
If you already have 1.0a, you can just get the upgrade. 1.0b was only 1 file, and it is replaced in 1.1
If you have 1.0 (no patches) you'll have to get the full installer. But that's a very old (the first) version. But as I said if you did upgrade to 1.0a, you can just download the upgrade.
Lemme guess..already downloaded it by the time ya read this :P Sry
Iam buying red orchestra just for this, had it downloaded before but now its really worth the money.