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 Basic Information
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Mappers:    +KOMMANDO+  (Original 1944 Nordwind map)
            Mateos      (Since 1944 Nordwind 2)


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 Map Information
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Game:           Return to Castle Wolfenstein: Enemy Territory

Title:          1944 Nordwind 2.1

Filename:       1944_Nordwind21.pk3

Release date:   17/04/2014

Description:    The Axis are launching a surprise attack on allied forces.
                They are using a Jagdpanther to open the Truckyard Wall
                to allow an escape with the Allied gold!

Programs Used:  Gtk Radiant 1.4.0 & 1.5.0 & 1.6.x, EasyGen 1.42, Notepad++, ETScript 4 Beta 2,
                Q-Dir 4.63, Picasa 3, BspShoe 2.0, ToDo List, Decompilateur, Q3 Model Tool.

Build time:     Started April 2010 - FP1 the 10/05/2011 - FP2 the 29/07/2011
                FP3 the 05/02/2012 (Released 24/03/2012 for Public Test)
                FP4 the 10/04/2012 (Released 03/05/2012 for a second Public Test)
                Public Release the 22/05/2012
                Version 2.1 Test 1 the 29/12/2012
                Version 2.1 Test 2 the 04/03/2013 - Updated 21/03/2013
                Version 2.1 Test 3 the 26/06/2013
                Version 2.1 Test 3.1 the 27/06/2013
                Release Candidate the 14/02/2014
                Version 2.1 the 05/03/2014
                Second public release the 17/04/2014

Installation:   Place the 1944_Nordwind21.pk3 in your etmain folder.

Contact:        mister_mateos[AT]hotmail.fr

Website:        -


-------------------------------------------------
 Approximate Compilation Stats
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Config used to compile: Intel Core i3-4130 CPU @ 3.40GHz
BSP -meta                                                                                         25 seconds.
-vis -saveprt                                                                                      8 seconds.
-light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256             1744 seconds.

-light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256              1669 seconds.

Test 1:
-light -fast -patchshadows -shade -samples 3 -bounce 8 -external -lightmapsize 256              1705 seconds.

Test 2 (SD compile args):
-light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 -approx 8   1641 seconds.

Test 3:
-light -fast -shade -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256         ? seconds.

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Previous config used to compile: Intel Core i3-2310M CPU @ 2.10GHz
BSP -meta                                                                                         45 seconds.
-vis -saveprt                                                                                     17 seconds.
-light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256              3485 seconds.


-------------------------------------------------
 Special thanks to
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+KOMMANDO+, for his awesome 1944 series.
Harry clan, to have accepted me in, and for supporting me.
#Kemon, [UJE]Rebel, ailmanki, Avoc, Kic, Magic, Shagileo, Tardis,
and all other Splash Damage members who have helped and supported me.
2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs.
id Software & Splash Damage, thanks for ET!

And special thanks to dFx, for all his help since the begining, and his Decompilateur!


-------------------------------------------------
 Further development
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> Second public release
    * Removed a custom texture and replaced it by a vanilla one.
    * The whole road is made of patches as of now, to smooth out the lightmap generation on it... Thanks Q3Map2.

> Final (2.1)
    * Fixed a hole in the Tunnel (thanks Thunder).

> Final (2.1 RC)
    * Map script and shader file cleanup.
    * Added more coronas, and fixed the not working ones.
    * Added a slick ontop of the light near the Second Truck Barrier, to avoid TJ.
    * Fresh Command Map like the vanilla maps done, replacing the reworked Trace Map.
    * Optimized T-Junctions a lot more (several hundred less vertices processed by the compiler).
    * Two out of 4 windows of the Health & Ammo Hut are now breakable (not the one facing the Allied Spawn).
    * Fixed 2 voice announcements not properly working (Rebuild the Tank Barrier and Rebuild the Second Truck Barrier).
    * Clipped the remaining barriers, so players don't get stuck.
      However the edges where the barriers change of direction can stop the players, can't do anything against that :/

> Final (2.1 Test 3.1)
    * Caulked more surfaces and retextured some others.
    * Removed more road barriers, made more destructible as well.
    * Lowered the ambient sounds volume: everything above 127 downed to 127.
    * Shortened Cabinets names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
    * Ambient lighting value increased from 10 to 16; Radar has 18 as a comparison.
    * Removed Light Styles, the flickering lights in Allied Backway, saving about 400 chars.
    * Removed most of Dynamic Lights (Farm (1), Farm House (1), Warehouse (2),
      Allied Spawn (1), Allied Backway (2)).
      Remains the 5 ones for Thunder (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
    * Shortened the HQ announcement names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).

> Final (2.1 Test 3)
    * Animated bushes to simulate wind effect.
    * Updated locations file and ambient sounds.
    * Optimized a lot the T-Junctions, and a bit the VIS blocking.
    * Clipped Farm hay entry, players could get through with Double-Jump enabled.
    * Touched the geometry (Centered doors/windows, some stuff spaced with equal distance).
    * The Farm House windows facing the Axis Spawn are now undestructible to avoid spawn kill.
    * A wall can be broken near the CP to access the little room near the Truckyard Gate,
      as an additional exit for Warehouse. Enabled Double-Jump is disadvised.
    * A backway from Allied Spawn to the Truckyard area has been added
      in case Axis block the path with an aggressive attack (or SK, the name you want :) ).
      There's 3 entrances: behind Allied Spawn, near the Truck in the Truckyard
      and behind the bookcase in the Library.
      It also features light style use (Flickering lights).
      They're all protected against Axis and Covert Ops.

> Final (2.1 Test 2)
    * Fixed flying cabinets.
    * All cagelight models have a corona now.
    * Fixed red light leak near the Warehouse.
    * The Tank Barrier is easier to plant now.
    * Tree shadowing is less pixelated on roads now.
    * Optimized T-Junctions and VIS blocking, more surfaces caulked.
    * Panzerfaust's: Farm one has 2 rockets instead of 4, Allied 2 instead of 0.
    * Prevented the Truck from crushing the players in its back when it reaches the end.
    * Fixed Tank/Truck becoming non-lit while entering/exiting the Warehouse Road Tunnel.
    * Prevented the Tank stop animation/sound from happening twice at the end of its path.
    * Reworked some architectural elements, like windows positions, for geometry homogeneity.
    * Removed over 10 textures which were unique or very similar compared to more commonly used ones.
    * Shortened the wooden barrier near Tank Barrier, they were blocking movements (Thanks [UJE] Niek).


> Final (2.1 Test 1)
    * The fireplace makes noise.
    * Added moar chairs to push around.
    * Fixed mirrored textures (Thanks Tardis).
    * Added ambient lighting (Thanks people x)).
    * Added Thunder effects, like on Würzburg Radar.
    * Ambient sound is no more cutted in front of the Escape Grate (Thanks lakersforce/Runeforce).
    * Some wooden barriers along the road are now breakable; They were blocking the movements in some situations (Thanks Irata).


> Final (2.0)
    * Same as First Playable 4, Public Release


> First Playable 4
    * Fixed flying stuff.
    * The fire hurts... yes.
    * Removed useless shaders.
    * Cleared existing shaders.
    * Converted few TGA to JPG.
    * Added smoke above house fire.
    * Added shaders for all new textures.
    * Fixed few non-working announcements.
    * Added Gold related events announcements (Taken/Lost/Returned/Secured).
    * brambles_2 is no more duplicated (brambles.md3 & brambles_6.md3), edited the MD3 so it points to textures/1944_nordwind/.


> First Playable 3
- General
    * Added Axis Win animation.
    * Added various ambient sounds.
    * Added few big bushes for gameplay.
    * Added a new Command Map (Thanks Tardis!).
    * Lanterns and lights are now solid, making metal sound while shot.
    * Added some details, such as decals (Paper, bushes on walls, leakings).
    * Added the locations file, adapted from antman's 1944 Nordwind locations file.
    * Added Truckyard icon on the Command Map (Thanks IndyJones for the tutorial), as well as a Tank Hint on it and debris.

    * Lightmaps are 512x512 now.
    * Revised shaders quite a lot.
    * Fuel dumps provide the fuel for poels.
    * All buildings receive electricity from cables now.
    * Tweaked some textures so they make better shadows.
    * Removed the ambient lighting from Worldspawn, reworked lighting by the way.
    * Truckyard door is again Covert-protected, and the related room totally remade.
    * Replaced brushworked ramps by cylinders (Auto Phong Shading), and clipped them.
    * Players can't be stuck in windows or on buildings, some Clip added on these locations.
    * Disabled the first Allied spawn when Truck past the barrier to be sure no one spawn there, even new players joining.
    * Tweaked the .PCX so the Foliage is better reparted on the grass texture around the road and mountains...
    * ... But finally removed the Foliage shader and placed manually models like in original one, some to avoid spawnkill, some for quality.

- Objective Narrative & Mecanisms
    * Removed the Cracked Wall.
    * All events have wm_announce for bots easy scripting.
    * Reorganized the ojective narrative, based on Gold Rush objdata file.
    * The Allied Team Door of the Truckyard turns into normal door when Tank has destroyed the Gate.
    * Added the Warehouse Gate icon on Command Map for Allies, so they know if it is destroyed or not.
    * Made and added VO sounds for both teams to help following the objective. Used one or two from other maps
      (Radar Summer VO for Tank Damaged for example), most of them are done with default VO edited with Audacity.
    * First Truck Barrier materials will appear during 5 seconds at the underconstruction state, so if somebody is there when
      Tank has past it, he will notice something will happen very soon to him, and he have time to move out before the thing happens.

- Tank & Truck Related Stuff
    * Fixed Tank Build position.
    * Added Tank turret animation.
    * Added a second Truck Barrier.
    * Objective 2 cameras follow the Tank.
    * Objective 4 cameras follow the Truck.
    * Added some trigger_hurt from Tank cannon to Truckyard Gate, and around Truckyard Gate itself.
    * Added a Tank Barrier, barrier itself and materials can be used by both teams in a way or an other ;)
    * Tank breaks a wooden barrier near the Warehouse Gate while turning, for realism, like walls in Gold Rush.
    * Tank and Truck will stop often, since more splines have been added, and spline controls (+14 for Tank, +35 for Truck).

- Optimization
    * Caulked more surfaces.
    * Reduced Tiny Portals (51/72 -> 49/70).
    * Added some more Hint/Skip brushs.
    * Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).
    * Put a lot of Caulk structural brushes inside the mountains and hills: two times less portals, quick -VIS, more FPS.


> First Playable 2
- Fixes
    * Sky can be seen through windows now.
    * The ice pond is now solid, and slicks.
    * Fixed solid and build decays on the Tank.
    * Fixed/Added some texture and model shaders.
    * Fixed the custom generator skin not appearing with MD3 Viewer.
    * Fixed Warehouse Gate dynamite icon not disapearing while destroyed.
    * Fixed Warehouse Spawn not appearing (Forgot to edit the team_WOLF_objective in the script), and the possibility to move on.

- General
    * Retextured the terrain, so the snow_dirt fits the road.
    * Truck Barrier buildable on map start fixed, and is available earlier.
    * Roofs makes clanky foot steps noise, some textures make gravel noise.
    * Modified the ammo/health house near the Truck Barrier: Axis can no longer shoot from it to Allied Spawn;
      Moved the back entrance to the left and replaced it by a non-breakable window: Axis can see Allies but can't shoot them.

- Optimization
    * Filled buildings with some Structural Caulk brushs to reduce the amount of portals generated.
    * Turned some objects into Detail brushes, cut with Clipper Tool many more.

- Additions
    * Added a tapir.
    * Added foliage (Shader + Manual placement) and trees.
    * Added some stuff around the map (Trucks, crates, ...).
    * Added a quick access to the top of the Tank Depot for Allies (New stairs).
    * Added the road for the Jagdpanther and Truck, using same textures as original map.
    * Added Clip brushes under tables and other objects, and behind Tank Depot, to avoid stuckage.
    * Added platforms and doors arount dumps for gameplay and realism (3 dumps, no access to have safety check?).

- Tests
    * Bumpmapped textures (Failed).
    * _lightmapscale 0.125 or 0.01 on some surfaces.
    * Added a test Hint brush in Axis Spawn, and few others.
    * Restored the original skybox, it seems to give the map a better atmosphere, with the Wurzburg Radar shader.


> First Playable 1
- General
    * Removed some Sky brushes in the middle of the map.
    * Smoothed hills, made some ones climbable.
    * Added some terrain modifications, like retexturing and new mountains.
    * Fixed spawn flags on Command Map, and some other icons.
    * Max players height is limited by a Clip brush to avoid trickjump.

- Tank
    * Fixed sound.
    * Fixed animations (STill need to add turret rotation and Tank firing).
    * Smoothed rotations.

- Truck
    * Fixed Truck running through the Truckyard Gate. It will wait for the Tank.
    * Added smoke while damaged.

- Axis Spawn
    * Axis are no longer spawning out of the building to avoid spawnkilling.
    * Increased interior size.
    * Added up to 32 spawn points.
    * Enlarged the two existing exits to let 2 players exit at once, to avoid play block
    * Added a third exit.

- Barn
    * Increased a lot it's size, and added some lighting inside.
    * Added an access to health and ammo cabs by a ladder.
    * Opened the house to let players get in. It has destructible windows.
    * Added a spawn for Allied team, available when the Truck past the Truck Barrier.
    * Roofs are slicked.

- Tank Depot
    * The Neutral Command Post has been changed to an Allied Command Post.
    * Increased the size of the Allied Spawn.
    * Openings are now windowed, non-destructible.
    * Enlarges the exit, put a double-Allied door, both doors open at once, and is Covert-Op protected.

- Allied Spawn
    * Increased a lot its size, by 3.
    * Added some interior models and tables.
    * Added up to 32 spawn points.
    * Windows added, also non-breakable.
    * Added a tree in the front, to avoid spawnkill: Allies can exit safely their spawn.

- Warehouse
    * Increased a lot the spawn area.
    * Lighted some rooms.
    * Opened new room, with an Axis Command Post, commanding the Warehouse Spawn for Axis.
    * Added up to 32 spawn points.
    * Added a Cracked Wall objective for Allies, for a quick access to Axis Command Post.
      Beware: Axis will have a sneaky way while opened also...

- Truckyard
    * Players no longer can trickjump Truckyard: they get hurt by barrier, and if they jump they're more injured...
    * Improved lighting.
    * Retextured the inside.
    * Added RaybanB and Avoc waving grass just in thsi area for now.
    * Gold Bars stealing will be announced correctly now.
    * Roofs are slicked.
    * Door is Covert-Op protected, will remove it in next version, since Truck bug is fixed.

- Allied Front Bunker
    * Made it accessible.
    * Protected by an Allied Door only, Covert-Op protected.

- Truck Barrier Materials
    * No longer buildable on map start, Tank runs through it.
    * Appears when Tank past it.
    * It has now a Blue Flag.


-------------------------------------------------
 Materials Credits
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Command Posts by 2Bit
Generator model by Black Rayne Studios
Tapir model by [SLUT] Shagileo, textured by [SLUT] Shagileo & Pegazus


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 Useful Links
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Ifurita's T-Junctions Optimization Tutorial:
http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions


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This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.

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