=== *SMOLENSK Final FOR UNITED OFFENSIVE* === === Multi-Player === === Release Date: February 10, 2006 === ===================================================================== **** NO PART OF THIS PROJECT FILE, MAP .BSP, CUSTOM TEXTURES, LOADING SCREENS, IN-GAME MAPS OR ANY OTHER CONTENT MAY BE ALTERED IN ANY WAY FOR ANY PURPOSE WITHOUT EXPRESS CONSENT OF MYSELF AND AFTER-HOURZ.COM. ANY SUCH ACTION WILL CONSTITUTE A VIOLATION OF INTELLECTUAL COPYRIGHT**** ===================================================================== This map supports: CNQ - Conquest BAS CTF TDM - Contains only ONE spawn point. TDM will not be supported. Please play CNQ BEL - is NOT supported DM - is NOT supported, but one spawn point is included. S&D - is NOT supported HQ - is NOT supported RE - is NOT supported DOM - is NOT supported GAMESTATE_ is around 26k under most pk3 load circumstances. Additional mods and excessive pk3 files will raise this number. Players: Any number. Recommend 4-48. ========================================================= DEVELOPER STATEMENT: ========================================================= VERSIONS FINAL CHANGE LOG: * Major changes involve addition of trench works near German Base #3; additional cover throughout map; change is CNQ capture zone sizes. * CNQ: added new capture zone at broken house with AT gun East of Church. 9 total zones for CNQ. * Additional rockets in a few areas. * Portals modified to improve FPS. * New wheatfield models * Improved wire fence around forward AT bunker. * Numberous minor tweaks to terrain and models. * In some cases, it may be possible to hit base locations with pak guns. ** Special thanks to 'Scrapeyard_Bob' of MoB Clan for his exhaustive reviews, suggestions, and bug hunting. I made a number of changes based on his input which was invaluable. ========================================================== VERSIONS BETA 2 CHANGE LOG: * Major changes involve addition of buildings near Russian Base #3; trenchworks at East Ridge extended; trench added near Russian Base #1; Additional fencing and structures near stone bridge; Repositioning of vehicles for certain gametypes; Increased or limited AT Gun traverse depending on gun; Addition of new models for cattails; Additional cover and terrain work throughout the map. * Satchels now respawn. * Additional rockets in a few areas. * Portals modified to improve FPS. ========================================================== VERSION BETA 1: * This is NOT intended to be a *FINAL* release. This is a release for public beta play and to gather feedback from players and server admins alike. * There may be some texture problems on moving tank parts. These are known issues. *** VITAL INFORMATION **** * Max_Gamestate_Chars: * This error has not occured in repeated testing of the map. Servers may experience this error if running one or more mods. It is suggested that IF this error occurs, remove one mod at a time until the map will load and complete a rotation. * IF Max_Gamestate error occurs, it will most likely be in BAS mode. BAS requires far more data size resources than CTF or CNQ. IF your server experiences this error. Please report it to admin@after-hourz.com * IF AWE is being run, it is highly unlikely that BOTH AWE and Smolensk will run simultaneously. It is most likely to not work in BASE mode, but should run in CTF/CNQ but may not, depending on other server-side settings. * Max_Gamestate_Chars is a limit of 30,000 bytes instituted by IW/GMI. The server can only load this limit of data per gametype. This includes ALL scripts for the map, EFX, Vehicles, and ALL models. Mods and other 'enhancements' contribute to this load. Each player joining contributes. Many custom maps and projects are running into this limit. The only suggestion is too remove some or all mods that may add data size. * Please report any problems you have with specific mods, maps, etc. that may cross this limit. We would like to compile a set of guidelines for server-admins to make things easier to manage. === VEHICLE NOTES BETA 2: * ALL AHZ VEHICLE MODELS ARE INCLUDED IN BETA 2 - Vehicles included are: Pz III, Pz IV, Stug III, BT-7, KV-1, SdKfz, Gaz AA truck, 50mm Mortar, pak40 and Russian 45mm AT guns. ========================================================= INSTALLATION INSTRUCTIONS ========================================================= INSTALLATION: Place mp_uo_smolensk.pk3 in your Call of Duty/UO directory z_ahz_vehicles.pk3 in your Call of Duty/UO directory SERVER ADMINS: While it will run and play well in other gametypes, this map is built and tuned to run best using the Conquest TDM (CNQ) gametype. Server admins who wish to run it in this mode will need the CNQ version 3.0 gametype files for their servers. Clients do not need this file. It can be obtained from the Conquest TDM home page at After Hourz, http://www.after-hourz.com/cod/cnq.php. LOADING MAP: Type this command: /map mp_uo_smolensk HELP: On rare occasions some players may have problems loading the map. If this occurs, try the following: Start COD:UO, and bring down your console using the tilde ("~") key. At the prompt type this: /seta com_hunkmegs "256" Now try to restart the game again. If you have any other problems email the author or stop by the After Hourz forums and we'll be happy to help. ======================================================= Map by: Mark 'Slyk' Dittman -email: slyk@after-hourz.com Scripting by: Innocent Bystander -email: bystander@after-hourz.com Models & Skins by: Lex and Postman778 -email: lex@after-hourz.com ======================================================= Map by: Mark "Slyk" Dittman Scripting: Innocent Bystander Models and Skins: Lex and Postman 778 After-Hourz.com Development Team presents: "Barbarossa II-Smolensk". The Blitzkrieg continues! Guderian's Panzer and Infantry divisions continue their eastward drive in mid-July, 1941. After the stunning successes of the early weeks of 'Operation Barbarossa', the Wehrmacht is beginning to feel the effects of constant combat. Losses are mounting and calls for replacements are beginning to be heard from foot and mechanized units. Panzer Group 2 now sets it's sights on encircling hundreds of thousands of Russian troops in and around the city of Smolensk. The men and machines of the 10th Panzer and SS Reich Divisions push forward south of Smolensk, driving to capture vital road and rail links coming south from the city. As these units move ever deeper inside Russian territory, resistance and local counter attacks grow. Select your role in part of history being remade. Join now in part two of the single greatest adventure in 'Call of Duty' Multiplayer, take part in 'Barbarossa II - Smolensk'! Featuring the vehicles and stationary weapons of 2005's 'Barbarossa', 'Smolensk' depicts the onslaught of the German Panzer and Infantry men of Panzer Group 2 as they surge toward encircling the city of Smolensk. "Smolensk" offers you the chance to play the latest and perhaps best CONQUEST gametype map. CONQUEST sees both teams fighting to maintain control of vital defensive and observation locations thoughout varied and challenging terrain, villages and farms. All the unique custom vehicles from After-Hourz play a major role in all gametypes and offer new challenges. Conquest, Base Assault, and Capture the Flag are featured gametypes. What are you waiting for? The Blitzkrieg has only begun! More than a map, this is a Battlefield! ========== To download 'Smolensk', visit http://www.after-hourz.com/cod This map requires the After-Hourz Vehicle Pack: For vehicle information and details, see here: http://www.after-hourz.com/cod/BarbVehicles.php ========================================================= KNOWN ISSUES: ========================================================= - Lighting. This is NOT a *full* lighting compile. - Not that any of you read this far in a 'readme' file, but if you have, please leave comments at after-hourz.com forums. ========================================================= THANKS TO: ========================================================= - All the guys at After-Hourz.com. A lot of great feedback and bug hunting was done and it is appreciated. - I cannot thank Lex enough for all of his work. He may have put more hours into this project than I have. He has tirelessly worked on these models for more than a year and continues to support my projects in any way he can. I am happy to give his hard work more life in this project. - Other thanks are too numerous to give individually, but if I didn't mention you, I apologize. The crew at AHz know who they are and should be proud that they contributed to a solid product. Our dev team truly appreciates the contributions of time, energy and support by our loyal community. Without this we would have a difficult time creating this work. Thanks to you all. ========================================================= “THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.”