upload existing maps
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map_data/mp_wbo_v_1_1/Readme.txt
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map_data/mp_wbo_v_1_1/Readme.txt
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------------------------------------------------------------------------------mp_Weibo_V_1_0---------------------------------------------------------------------------------
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This is my thrid map. It`s Version 1.0.
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I needed about 20 houres to build it.
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==============================================================================================
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Map discription: It<49>s actually a rebuild of an real village in germany.
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Basicly there are two buildings a street and a backjard.
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Playable gametypes: Deathmatch, Teamdeathmatch
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=============================================================================================
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How to install:
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Copy the .iwd file into the main directory of your CoD2 Installationfolder.
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Than launch CoD2 Multiplayer. It should appear in the list of maps when you start a new server.
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When this don`t works: Open the consle with "^"(you have to enable the console in the options first),
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than type "mp_Wei<65>bo_V_1_0".
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=============================================================================================
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The .map File (you can open this in your radiant) is inclouded in the map_source folder wich can be found directly inside the .iwd.
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Other stuff will come soon :-)
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enjoy and have fun!
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MaRcEl
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rofl.lol1492@googlemail.com
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>2009.04.06<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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BIN
map_data/mp_wbo_v_1_1/images/loadscreen_mp_wbo_v_1_1.iwi
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map_data/mp_wbo_v_1_1/images/loadscreen_mp_wbo_v_1_1.iwi
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map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.csv
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1
map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.csv
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levelBriefing,loadscreen_mp_wbo_v_1_1
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BIN
map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.d3dbsp
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map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.d3dbsp
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map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.d3dprt
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map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.d3dprt
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Load Diff
23
map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.gsc
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map_data/mp_wbo_v_1_1/maps/mp/mp_wbo_v_1_1.gsc
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main()
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{
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// maps\mp\mp_wbo_v_1_1_fx::main();
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// maps\mp\mp_wbo_v_1_1::main();
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maps\mp\_load::main();
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// setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
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// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
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ambientPlay("ambient_mp_weibo_v_1_0");
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game["allies"] = "american";
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game["axis"] = "german";
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game["attackers"] = "allies";
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game["defenders"] = "axis";
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game["american_soldiertype"] = "normandy";
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game["german_soldiertype"] = "normandy";
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// Set some cvars
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setcvar("r_glowbloomintensity0","1");
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setcvar("r_glowbloomintensity1","1");
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setcvar("r_glowskybleedintensity0",".5");
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}
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map_data/mp_wbo_v_1_1/materials/loadscreen_mp_wbo_v_1_1
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map_data/mp_wbo_v_1_1/materials/loadscreen_mp_wbo_v_1_1
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map_data/mp_wbo_v_1_1/mp/mp_wbo_v_1_1.arena
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map_data/mp_wbo_v_1_1/mp/mp_wbo_v_1_1.arena
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{
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map "mp_wbo_v_1_1"
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longname "WBO v1.1"
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gametype "dm tdm"
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}
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4
map_data/mp_wbo_v_1_1/soundaliases/mp_wbo_v_1_1.csv
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map_data/mp_wbo_v_1_1/soundaliases/mp_wbo_v_1_1.csv
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name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage
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#Ambiance
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ambient_mp_wbo_v_1_1,,ambient/amb_russia01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_wbo_v_1_1
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