It was released quite a while ago in a DM only version, and I've been pushing Flying Sheep for an OBJ version ever since. And now they have let me do it for them.
The new and improved version of the DM map and a completely new OBJ version are done.
DOWNLOAD IT HERE!
We start at the allied spawn...

...go over the bridge...

...enter the bar maned after the evilest of undead pirates: Le Chuck!...

...enter a balcony on the second floor. Look the bridge!...

...lets shop some first...

... the hotel from the court house...

...the hotel, church, court and bridge from the axis spawn ledge...

...not an unprobable place for an axis sniper...

...the home of the hotel owner...

...the hotel lobby...

...a hole in the wall in the back of the hotel...

...a nice view of the objective bridge that the axis want to get down on...

...the loading screen...

...two really bad snapshots of an exploding bridge ( its really hard to time the screens!


The changes section of the readme so far:
Code: Select all
>>>>>>>>>>>>>>>>>> CHANGES IN VERSION 1.0 <<<<<<<<<<<<<<<<<<<<
--------------------------------------------------------------
This is the first objective version, but as it is based on
the deathmatch map: I will list some changes from that map.
- Added an objective and the resulting explosion and debris.
- Removed all vis_leafgroup brushes and replaced them with
only two vis_leafgroup brushes.
- Optimized the detailed and structural brushes to increase
the general FPS of the map. It now runs at a minimum FPS of
50 in the absolutely worst place with all graphics set to
maximum. This is a 15 FPS increase. As every computer is
different, the numbers by themselves are irrelevant, the
important thing is that it is a ~30% increase.
- Re-scripted and re-designed the elevator to remove previous
errors.
- Decreased the size of the skybox.
- Decreased the complexity of almost all "patch meshes" by 1
or 2 levels.
- Re-designed the back of the hotel ( There is no visual
difference, but it has big alterations to adapt better to
the VIS compile process ).
- Fixed around 20 very small brush/texture errors. Most were
errors that you could probably only see in the map editor,
or if you really knew where to look.
- Added a piano that you can activate to play a little in the
bar. Or rather: I added the capability to paly a little, the
piano was already there.
- Added a few spawn points of all types to decrease the
feeling of "been there, done that" when spawning into the
map.
- Changed the turned over truck outside the entrance of the
hotel into another one standing up. This because the
collision map on that truck is defect at the top: creating
an irritating, invisible, barrier.
- As I prefer German boxes with the text "Gefahr!" to German
boxes with the text "!rhafeG", I flipped the textures on
some of the boxes ;-)
- Changed the the barrier at the Allied spawn area so that it
looks like the Allied has hi-jacked an Axis supply truck and
used it to run through the Axis barbwire barrier.
- Added an info_player_intermission node, to lock the players
at a nice view at map-end.
- Lowered the lightmap density on a small selection of key
brushes ( mostly the ground in the main square ) to get
sharper shadow edges. I think that looks more realistic in
such clear weather.
- Fixed the strange and very unrealistic boxed shadows that
were dropped by all the trees in the map.
- Shadowcaulked some of the buildings at the edge of the map
to genereate correct shadow casting.
- New loadscreen and scoreboard pictures.

