========================= DoD_Dog1 14th July 2002 Dedicated to Spencer and Aza WE MISS YOU!! By Michael "Dim Reaper" Cleverly ( michael_cleverly@hotmail.com ) Member of the iNvasionWorks team: www.invasionworks.com June Fifth, 1944. On the French side of the English channel, the Germans watched and waited. A deep depression was over the channel, and the bad weather associated made an invasion unlikely, many generals taking the opportunity to attend a map exercise in Rennes, well south of Normandy. June Fifth, 1944, Evening. Over 1700 tons of bombs have been dropped on defences along the northen coast. There are reports of paratroopers around Cherbourg and just east of Normandy. Be watchful, this is believed to be a diversionary attack. June Sixth, 1944, Early Morning. The vast armada of ships is approaching the Normandy coast, and 112 ships have opened fire pounding the Axis defences on the beaches and supply lines. The landing craft are now closing in on the shore, on the five beaches designated for attack. Some of the craft have fallen to Axis artillery fire, more to underwater obstacles. The swimming tanks are approaching the shore, protected by their floatation screens. The landing craft have grounded. The ramps are about to lower. Get Ready. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Allies: Get off the beach soldier!! First priority is to get off the beach! German heavy machine gunners are in place and mortar fire is being directed towards us. Once you reach the sea wall, use the bangalores to blow the barbed wire and shingle preventing our advance off the beach. Once blown, we must capture our objectives! There is a Central bunker that must be taken to allow further reinforcements to come into the beach. the Sandbag and Hilltop Machine Gun nests must also be taken and held, then we can advance forward to and capture the Artillery bunker and the nearby ruined farmhouse. We also need to push all resistance out of the areas of the Ammo Store and finally the lookout bunker, to establish our position and allow further divisions to enter inland. Get moving soldier! dog1 is not open, we've gotta force it open! Force the Krauts out of their positions and lets kick 'em back to the Rhine! -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Axis: The Allied landing craft have caught us by surprise - but we are ready. We must crush this assault on the sands! Take positions in the bunkers and Machine Gun nests. Shoot to kill, they must not create a beachhead! If they get through our beach defenses, fall back to protect the Machine Gun nests at the sandbags and on the hilltop. Prevent the capture of the central bunker, it is key to the defence of the coast. If all beach defences are broken, then withdraw to defend the Artillery position, Lookout bunker and the Ammo Store. A nearby ruined farmhouse must also be held - its loss would allow easy fire onto our Lookout Bunker. There is a radio room in the underground complex containing a portable radio. This radio must be taken to the gun bunker on the clifftop, where it can be used to direct the mortar fire as it rains down on the beach. An observation post set up here with the radio will increase the number of mortar rounds hitting their target and may be enough to repel the invading forces. Hold your position! force the imperialist legions back into the sea! -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* --Credits-- Thankyou to the many texture artists who made the textures that I use. I will try to find their names and put them here. --Fog Settings-- I recommend the following settings for fog in dog1: cl_fog1, cl_fog_red 170, cl_fog_blue 170, cl_fog_green_ 170, cl_fog_start 1000, cl_fog_end 7000 --Skybox-- Thanks to Mighty Pete, of the Wadfather for such a great sky. --Textures-- H&K for the lovely Sand Texture set amd rubble wad! Wizzard and IR for their Stunning Bunker and sand-dune textures! Puppetz! Kamikazi! Valve Myself :D MikeZilla (wallpaper textures inside the ruined farmhouse) --Models-- Portable Axis Radio- H&K!! Bangalore Model- H&K!! Gramophone Model- unknown author 'Hedgehog' Model- Model by Molotov Billy, Skinned by Agent~0 Fish Model (not used due to lag issues)- H&K!! --Sprites-- Fog Sprites- Half-life sprites Made usable by Waldo Light halo sprites- Half life defaults Bangalore and Shell HUD sprites: Agent~0 The Following Sprites: -Water Splash Sprite -Sand Blast Sprite -Wooden Poles Sprites -Roof Dust Sprite -Axis Radio Sprite -Tracer Sprites (Not used due to incompatability with GL fog) Were made by Myself --Ideas-- Thanks To Integrate for telling me how to make the treeline trick work! =============== Post DoD 2.0 updates: Progressive spawn system implemented Flag system made less difficult for Allies Several camping spots made useless or difficult 2nd Easter Egg added :) =============== Many Thanks to: *iNvasionWorks: IR, Wizzard, Miller, H&K, Fuzzdad/Warewind, Puppetz, Reiben, F3C3S, Deep Blue, Want, FREAKHEAD, ShadowBrigadier and Recon *F3C3S for correcting my spelling :) (silly Swede! :P ) *The [BoB] Clan For testing with me! *Thanks to Rotkopf for his Artillery and "fall back" Voice sounds! *Jorn Kerschot for his Bunker pictures which I used to base mine on *Elemenopee for the exploding Hedgehog model **Not yet implemented *Waldo for the amazingly useful fog/smoke sprites *[BoB]Mishkin for contributing to the Axis underground area *[BoB]Spencer for contributing the log ramps and other beach objects *Sharpshot and DoG for testing with me MODEL READMES: WWII German Searchlight Modeled and Textured by: S.Gautreaux -iNw-h&k Scaled and Converted by: Scimitar 620 polygons, 256x256 8-bit bitmap H&K can be contacted at game_artist@hotmail.com DoD_Dog1 radio Modeled and Textured by: S.Gautreaux -iNw- h&k Scaled and converted by: Scimitar 56 polygons 256x256 8-bit bitmap H&K can be contacted at game_artist@hotmail.com Allied Bangalore Model Modeled and Textured by: S.Gautreaux -iNw-h&k Scaled and Converted by: Scimitar H&K can be contacted at game_artist@hotmail.com