DISCLAIMER ADVICE
Warning this map contains political and social references, authentic war horrors, symbols, flags and more content that can result offensive for some public, its content should not be viewed in this cases.
The Auschwitz Liberation for Call of Duty 2 is a single player mission, in which you take the role of a German soldier watching over the concentration camp of Auschwitz. The year is 1945 and the Red Army is close, you and your comrades will have to defend the camp from the invasion.
This mission is based on true events. However, some scenes, names, dialogs, locations and events have been fictionalized for dramatization reasons. This mission is not 100% accurate to the actual events that occurred but it was created with the outmost respect for the people and places that were part of the history of Auschwitz directly or indirectly.
You can contact me here but also at my Facebook page: Facebook.com
THIS MOD DOES NOT PRETEND TO RECREATE ANY EVENTS NEITHER TO BE HISTORICAL ACCURATE, THE FOLLOWING MOD DUE TO ITS CONTENT IT SHOULD NOT BE VIEWED.
Download Now: Moddb.com



EASTER EGGS
Now you can take desicions and suggest changes - comment what you would like to see for Version 2


My thoughts about the custom mission that i am developing and time topic.
I need some voices in German, the guy who was going to make the German voices has not had contact with me anymore :( TRANSLATOR WANTED HEY I AM LOOKING...
As you know i am developing this new mission i really can not decide by myself, please comment and give me your opinion about what time of the day do...
The Auschwitz Liberation for Call of Duty 2 is a single player mission, in which you take the role of a German Soldier watching over the concentration...
I WILL DO ANYTHING AND TRY TO RELEASE THIS MAP BEFORE THIS YEAR ENDS. :^/
D: i havent opened the map editor since a lot of time, maybe this Will not be posible D:
TODAY I JUST MET A VERY IMPORTANT OBSTACLE WITH THE DEVELOPMENT OF THIS MAP, IT SEEMS THAT THE COD2 ENGINE DOES NOT SUPPORT THE NUMBER OF ITEMS/MODELS/BRUSHES THAT I NEED FOR THE MAP, NOW I AM STUCK, I REALLY DO NOT KNOW WHAT TO DO NOW, MAYBE I WILL CUT THE MAP SIZE CONSIDERABLY MAKING IT REALLY SHORT IN SIZE AND IN PLAYABLE TIME FOR THE MISSION :(
1) replace your ground brushes with terrain patches. that should save you some entity numbers.
2) for models use misc_model instead of script_model whereever possible.
3) all brushes are by default 'structural' in radiant. but they should not be all like that. 'structural' brush is used to calculate visibility in a map. this means that only brushes that create some volume in a map should be 'structural' (for example walls, grounds, ceilings, large structures etc.). all other brushes should be converted into 'detail' brushes. these brushes still have collision with player and weapons but they are not used to calculate visibility. typical usage for 'detail' brush are actual details on the map (for example staircases, small boxes, see-through fences, rubbles, etc.)
if you wanna know more, see this (there are also other types of brushes): Youtube.com
if you do all this you will also notice that your compilation time for the map will be shorter :)
Very helpful, i will try this tips, thanks a lot for all your tips you have helped me so much
Great brother and at once I tell you that making a mod about the Mexican revolution would make me play it again online with my crew :D
Thanks for your comment, i hope you can play my mod, it is going to be single player I think
Development progress today is 35%