Chelm, Poland (Beta 2).
README (Beta 2)
Release: Friday, Aug. 11th 2006 [3:43pm EST]
mp_chelm public beta version 2:
Mapped, scripted and designed by oraco (Julian Luo)
*Modification or usage of any part of this package is allowed without permission of the creator, but this readme file must be included in the redistribution package, Thank you.
mp_chelm (c) 2006
> other credits:
- v2 rocket texture - mp_lolv2_cod2
- most of beta 2's structural changes from beta 1 were advised by Sulu for tactical reasons
- big thanks for internal testing by clan HR www.hrgamers.com
> Simply place the iwd file into the main folder
> Map call is /map mp_chelm
> Options are to disable flak, mortar and random passage: (0-off, 1-on)
/seta chelm_flak 0
/seta chelm_mortar 0
/seta chelm_random 0
> Due to the size of this map, set your max players to 30 for CTF gametype for balanced play.
Custome Map - mp_chelm (Done alone)
If time allows, Single player is planned as the map's design had single player in mind.
> All new structures, no stock prefabs used.
> Dynamic Lighting effects of lanterns that can be destroyed, respawns in 2 minutes.
> Random passages/elements on round/map change.
> Very visually pleasing and fair FPS performance.
> Hrgamers.com - mp_chelm (supports DM, TDM, CTF, SD)
Concept Art Drawings:
Radiant Dev. Screenshots :
> Concept, Prefab, Map structure - 10 Days full time (Started on July 15th 2006)
> Portal - 1 Day
> Script - 1/2 Day
> Compile, lighting adjust, beta version prep. - 1/2 Day
> HR Clan internal Beta testing - 5 Days.
> The map is modeled according to a description of a location near Chelm, Poland. The style of buildings and Church is roughly described by a Polish friend I have. All the design of structures have corresponding concept art I've drawn. Everything is modeled close to the concept, with some minor variance due to work arounds of limitations and FPS optimization.
> The new concept of this map that is different from the other mp maps is the element of random generated passages.
> The map has 7+ passage blockages that will randomly cycle through each round or map rotation. This will result in different pass ways mostly affecting the gameplay of CTF and SD. Some elements in the map also changes randomly to give a slightly different look of this map.
> The map is high in details, more so than the stock CoD2 maps, but due to the small size and the efficiency of the portals, the FPS is kept in acceptable range.
> The DM and TDM gameplay flow is kept fairly in the center of the map, where spawned players can enter the intense battle in the middle faster.
> Most of the random passages are also located in the center of the map, is where the action is. There are enough obstacles and buildings in the center to prevent massive weapon spamming, which often results in a ball of mess and high scores of over 200. The further portions of the map can host campers with a limited field of vision, which also prevents from massive camping.