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ludendorff_110 1.0.0

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About This File

Title        Ludendorff Bridge
File name    ludendorff_110.pk3
Map name    ludendorff
Version        1.1.0   (Created Jan 2006)
Author        2Bit    (www.tibetclan.com)
Other maps    The Breakout, Glider Assault, TankBuster, British Bulldog, 6Flags, 2Tanks, 110 Factory
        - available from www.tibetclan.com or www.pythononline.co.uk/et

Nbr of players    Recommended minimum team size: 4 players
             "      optimum team size: 8 players
             "      maximum team size: 16 players

Installation    Put the pk3 file into the etmain folder.

Description    This is a brief, fierce fight on the Ludendorff Bridge, also known as the bridge at Remagen.
        The game ends when the map timer expires (20 mins), no sooner and no later.

        At game end:
            Axis win if both bridge supports have explosives planted on them
            Allies win if neither bridge supports have explosives planted on them
            If one bridge support has explosives planted, the winning team is picked randomly
    
The map has many novel non-standard features:

        The Tank can be damaged, repaired and driven by both teams.
            If controlled by Axis, the tank will advance westward across the bridge.
            If controlled by Aliies, the tank will advance eastward across the bridge.
            If players from both teams are beside the tank, it will stop.

        There are 3 forward spawn flags across the span of the bridge.  Forces can only respawn at the
        furthest flag in an unbroken chain of flags - that is, if the enemy retake a flag between your
        base and the furthest flag your team has captured, the flags beyond the one just lost are cut off
        and your team cannot respawn at them.

        Eg in this example, the Allies can only spawn as far forward as flag 1:

        Allied Base    Flag 1        Flag 2        Flag3        Axis Base
        (allied)    (allied)    (axis)        (allied)

        For each flag captured, the capturing team's respawn time increases by 5 secs.
        For each flag lost, the losing team's respawn time decreases by 5 secs.

        This represents the difficulties in maintaining supply lines, and assists the weaker team which
        has been beaten back to its starting point.  Now its respawn time is 10 secs and the enemy's is 25 secs,
        aiding the weaker team in fighting back.

Gamemodes    Objective, Stopwatch.

Thanks to    Splash Damage and Activision.
        Detoeni and Drakir for the excellent vehicle models.
        Amethyst7 for the great skybox.
        Anyone else I've missed who may be the author of bespoke textures that have found their way into the map.
        TibeT Clan for invaluable testing and feedback.

This webpage has been created to provide a description of the gameplay in Ludendorff Bridge (the bridge at Remagen).  There are enough novel gameplay features that I thought it worth explaining them here, so that readers will immediately know how to play the map if they encounter it.  Please visit www.tibetclan.com for details of TibeT servers that the map may be playing on.

ET elements used in a non-standard way are highlighted with this: http://www.pythononline.co.uk/et/images/tutorial/alert.gif

 
Scenario
http://www.pythononline.co.uk/et/ludendorff/intro.jpg
The Allies wish to capture the bridge intact to allow their armour to cross the Rhine.  The Axis must destroy the bridge to prevent this, but not so soon that their own troops cannot retreat across it.  The action takes place mostly on the bridge, which has been built to scale.
http://www.pythononline.co.uk/et/ludendorff/ludendorff0_sml.jpg
Click for a larger image 
 
Winning the game
http://www.pythononline.co.uk/et/images/tutorial/alert.gifThe game only ends when the timer (20 mins) expires - no sooner and no later.
AXIS WIN: if at game end, they have planted explosives on both bridge supports.
ALLIES WIN: if at game end, there are no explosives planted on the bridge supports.
http://www.pythononline.co.uk/et/images/tutorial/alert.gif If at game end there are explosives planted on just one bridge support, the winning team is chosen randomlyThis is because neither side knows whether one set of explosives is enough to destroy the bridge.  It also ensures both teams don't camp defensively - they need to get both supports secure to ensure a victory.
When explosives are planted on a bridge support, a large flag is erected on one of the Axis towers, and the corresponding flag on the Allied tower is taken down.  Similarly the opposite happens when the Allies defuse the explosives.  The game starts with one set of explosives already planted.
http://www.pythononline.co.uk/et/ludendorff/ludendorff1_sml.jpg 
Click for a larger image 
 
Spawn flags
There are 3 spawn flags along the bridge.
http://www.pythononline.co.uk/et/images/tutorial/alert.gif Your forces can only spawn at the farthest flag in an unbroken line of friendly-controlled flags.  For example, if your team controls all 3 flags, you can spawn at any of them, including the farthest from your base.  If the enemy then takes the flag nearest to your base, the chain is broken and the two flags further foward are cut off.  You would then only be able to spawn at your base.
Starting respawn times are 10 seconds for each team.
http://www.pythononline.co.uk/et/images/tutorial/alert.gif When your team captures a flag, you may or may not be able to spawn there (see above).  However your respawn time increases by 5 seconds for each flag captured.  This represents the problems of supply lines, and has the effect of aiding the defender who has been beaten back to his starting point by making it progessively harder for the aggressive team, the further they advance.  When a team loses a flag, their respawn time drops again by 5 seconds.
 
The {TibeT} Tank
http://www.pythononline.co.uk/et/images/tutorial/alert.gifThe tank on the bridge can be damaged, repaired and driven by both teams.  If accompanied by Allies, it will advance West.  If accompanied by Axis, it will advance East.  If players from both teams are near the tank, it will stop.
The tank has a number of uses.
  • It provides mobile fire support with its MG42.
  • It provides mobile cover for advancing troops.
  • When it is halted by a tank barrier near the ends of the bridge, it turns sideways to give following troops maximum cover from enemy fire.
  • It acts as a minesweeper to clear enemy mines from the gravel paths alongside the railway tracks.
Gameplay
This is intended to be a brief, fierce battle on a long bridge, in which teamwork will be vital for success.  There is a lot of cover provided in the shape of wrecked vehicles, sandbags, crates and improvised defensive barriers built by engineers, all of which makes the snipers' job harder.  The constructed barriers can be destroyed by satchel charges.  The crates provide good cover but can eventually be destroyed by gunfire.

I hope you'll enjoy the map :)

 


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