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Warbell + scripts 1.0.0

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*warbell scripts

1/ the gold script It makes the end of the map gameplay much better, only the players who carry gold crates can jump into the columns of fire inside the castle.


restricts the access to the Belltower roof room

sets allied spawntime to 25 secs
faster construction of the bell mechanism
no wait at mapend if axis win


modified Warbell script II
restricts the access to the Belltower roof room
ammocrate at command post if built by axis


Axis Objective Descriptions
1    "Primary Objective:**Secure the forward spawn and destroy the Guardhouse Gate."
2    "Primary Objective:**Dynamite the Wall hiding the Hidden Room."
3    "Primary Objective:**Carry the Book of Death to the Altar of Blood! This will open the Sacrifice Portals!"
4    "Primary Objective:**Destroy the Abbey Main Gate to get fast access to the Abbey!"
5    "Primary Objective:**Repair the ringing mechanism of the Warbell, so you can ring it and call the Wargod!"
6    "Primary Objective:**Ring the Warbell to activate the Sacrifice Portals!"
7    "Primary Objective:**Sacrifice 3 players in the Sacrifice Portals to seal your alliance with the Wargod!"
8    "Secondary Objective:**Destroy the Crypt Gate for another way into the Abbey."
9    "Secondary Objective:**Build the command post."

// Allied Objective Descriptions
1    "Primary Objective:**Defend the Guard House, don't let them destroy it's Gate!"
2    "Primary Objective:**Defend the Hidden Room. Don't let them blow up the wall!"
3    "Primary Objective:**Don't let them deliver the Book of Death to the Altar of Blood or they will open the Sacrifice Portals!"
4    "Primary Objective:**Defend the Abbey Main Gate, keep the Axis out!"
5    "Primary Objective:**They mustn't repair the Bell Mechanism!"
6    "Primary Objective:**Do not let them ring the Warbell so they can't activate the Sacrifice Portals!"
7    "Primary Objective:**Prevent the Axis from throwing themselves into the Sacrifice Portals!"
8    "Secondary Objective:**Defend the Crypt Gate to keep the Axis out."
9    "Secondary Objective:**Build the command post."


What's New in Version 1.0.0   See changelog


No changelog available for this version.


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Splashdamage sources

Its time for the the Allies to save the world, to fight back evil Axis troops messing in the occult…
with full cast of caves, crypts, an old Abbey, and a dastardly occult ceremony…
its time to toll the


Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course.

Core facts:
Axis attacking
18 mins timelimit
spawntimes are 15s Axis, 20s Allies
multiple access routes to all objectives
gameplay honed towards fast and intense battle
gametypes: single map objective/ campaign, very suitable for stopwatch too
map design… check out the pictures below
loads of special effects
framerates will be constant 76 FPS everywhere for average computer systems (1.2GHz CPU/ 512mb RAM/ Ge4 TI4600 128mb gets at least 50 FPS in the bad areas)
nighttime setting but bright enough to see and kill the opponents

First stage:

  • gain access to the Guardhouse (2 access routes: caves and road)
  • maybe slip through the teamdoors with stolen uniforms
  • capture the flag or
  • destroy the Guardhouse Gate (secures forward spawn)

Second stage:

  • use dynomite to gain access to the Hidden Room
  • take the Book of Death from it’s glass case and
  • deliver it to the Altar in the sacrifice room of the Abbey
  • destroy the gates in the Abbey for faster access (2 dynamitable, 1 satchelable and one teamdoor, none of them rebuildable)
  • repair the Bell Mechanism in the Abbey
  • ring the Warbell (after you built the mechanism AND after you delivered the objective)
  • sacrifice three axis players to the Wargod in the Inner Sanctum
  • optional: forward spawn at a neutral command post

Gameplay and playerloads:
In 7 Playtests we had with up to 26 players Warbell provided us with an amazingly captivating gameflow, and real fun games.
The stages are defendable, but with a balance that allows attackers to overcome the defense in some waves.
Its plays very good with 10-18 players, and becomes happy large-scale fraggin with 20 and more players. No idea what the maximum playerloads are but at some point it will be just one massive frag fest.

I think there is one question every mapper asks himself when starting a new project:

Why another map?
Simple answer: 2 maps to learn mapping, the third to have fun.
Warbell originated from the idea to create a map that s not just a map, but an impressive piece of map Artwork combining intense, captivating gameplay, nice atmosphere and a good laugh.
It is also an hommage to the RtCW single player, and the custom SP mission timegate for RtCW.

But look for yourself… here come the pictures!

The Caves that lead towards the Guardhouse and from the Guardhouse to the Graveyard

Guardhouse and Guardhouse stairs - either get up here for the flag, or destroy the Guardhouse Gate and Hidden Room in the Guardhouse

View at the Belltower with the Warbell (thx EB!), you can see the Warbell Mechanism at the platform

Abbey Main Hall looking towards the entrance room of the Inner Sanctum

In the crypts… here be MONSTERS (no kidding) (and they eat players too)

Abbey Church where the monks prayed that guarded the evil site for centuries

Inner Sanctum and Bellrope on the first level - go here to toll the Warbell:

Inner Sanctum and Altar - Axis need to put the Book of Death here to open the Sacrifice Portals:

Inner Sanctum and Sacrifice Portals - the Wargood is already awaiting a Sacrifice (orange portal) and Allies try to keep Axis away from the portal:

Inner Sanctum and Sacrifices - one Axis player just made it into the portal sacrificing himself to the Wargod:

General info, Credits, Thanks

>>> About the map

Map: Warbell
pk3: warbell.pk3
mapped by ]UBC[ McNite & ]UBC[ Kach–>
first day of mapping: sometime in the fall of 2005
All credits for leveldesign and objectives go to ]UBC[ McNite!
day of release: July 18th 2006

>>> credit for models

excellent Book of Death and Warbell model by EB
awesome DT Opelblitz model by Detoeni

>>> credit for paintings

2 original paintings in the map by ]UBC[ Kach–> (more paintings viewable at www.warrenkachmar.ca)

wb_p/wb_rubens1 // Pieter Paul Rubens (1619) Christ on the Cross between 2 Thieves
wb_p/wb_rubens2 // Pieter Paul Rubens (1632) Last Supper
wb_sfx/prayinghint // Albrecht Dürer: praying hands
wb_p/wb_stmartin // unknown Hungarian master, app. 1490: St Martin and the Beggar
St. Martin is the Saint for the soldiers. Find more info about him here. 2

>>> credit for waterworks & shaders

real cool watershaders and river created by carnage
initial help with alphablend shaders by: Der’Saidin

>>> credit for textures and sounds

wb_z: all textures from RtCW except cryptwall_01a.jpg, cathedrale_c06dm_wb.jpg
wb_sfx/c_flameX.tga: from RtCW
wb_b/window4: all versions are reworks of a RtCW window
wb_sfx: g1 - g13, glow, bd1 - 13 by EB (they are all used on the open book)
for detailed credits on the sounds check the warbellsounds.txt

>>> Thanks

my clan for tons of good times playing ET and TheRiverIIRedux
Kach–> for mapping with me
$taTiK for feedback on gameplay and design whenever i needed some

McNite for teaching me about mapping and allowing me to participate in the process
Everyone that took the time and energy to help test and provide feedback during development of Warbell

>>> Help with mapping and the whole mess:

Der’Saidin for lots of discussion on gameplay and objectives
all the helpful ppl that answered my posts here at SD forum

Link to review
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