Community News & Information Vol. 105
Written, edited and published by:Snoid
New Staff writer:Funnybunny-Wingin'it
- Community Statistics -
288,224 Total Posts
4,573 Total Members
dtwojastari Newest Member
78 Most Online
- Contents -
The Bean Files
Game Central by Funnybunny-Wingin'it
Featured Interview: Marko of MLB-Map Makers
Weapons of Wolfenstein – Part 13 – The K43 Rifle
In popular war movies and comic books, nearly every World War II soldier was armed with a submachine gun or pistol. Even our beloved Wolfenstein: Enemy Territory game gives us this impression, where MP40 and Thompson submachine guns dominate the battlefield. In reality, however, most soldiers were equipped with good, old fashioned rifles. You know the kind: With a long barrel, wooden stock, and sling to carry over the shoulder.
At the outset of the war, the Germans were oddly behind the times in rifle technology. That was rare for them, because in most other forms of weaponry, they were months or years ahead of the Allies (such as with jet aircraft, tanks, and missiles). The Germans were the kings of older bolt-action rifles (rifles whose bullets had to be manually placed in the chamber by sliding a bolt). But the Allies were ahead of them in self-loading rifle technology.
The Germans first fully realized the inadequacy of their bolt-action rifle-armed soldiers when they invaded Russia in the summer of 1941. The Russians had been busily upgrading the arms of their soldiers with guns other than regular bolt-action rifles. The Germans got a nasty shock, and consequently sped-up development and production of their self-loading rifles.
Self-loading rifles, basically semi-automatic in nature, used the power of compressed gas to load the next round. The gas came from the exploding cartridge of the preceding round. It forced a mechanism that expelled the spent cartridge, and loaded a fresh one from an attached magazine.
The German K43 rifle was developed fairly late in the war. It did not see widespread use until 1944. Due to its late introduction, only about 400,000 were produced during the conflict. That’s a small number compared to the self-loading rifles produced by the Allies, such as the Garand. Like many successful weapons, the Germans found ways to mass produce the K43 rifles without sacrificing quality. But the industrial capacity of the Germans was slowly waning under the pressure of Allied bombing, limiting the number of K43s that could be made.
The K43 was a pretty solid weapon – so solid, in fact, that elite German troops often used them as rungs in makeshift ladders. Yet many, at the end of the war, had their wooden butts broken off. German training dictated that soldiers should scuttle their rifles in this way, intentionally making them useless, so they could not be employed by their captors.
The “K” in K43 stood for Karabiner, which mean short rifle. It was still a long arm, but shorter than others. So it was a relative term. When the weapon was first produced, the Germans hoped that about half would be mounted with scopes. Sniper war, anyone? When actually deployed, only about 8% were fitted with scopes, which offered four times of magnification.
The old Return to Castle Wolfenstein multiplayer game allowed the common soldier to shoulder a rifle. But with Wolfenstein: Enemy Territory, only covert ops and engineers use them. As noted above, there was a scoped version of the K43, and it was used widely. But it appears that the K43 was not actually fitted with a grenade launcher, making its use in the game somewhat inaccurate.
Game Central: Information for serious gamers!!!
First an introduction for our newest writer
Hi I'm Jens Franck. I live in East-Flanders, Belgium.
I am 17 Years old and I've played Wolfenstein ET for 5-6 years.
I love the game-play & the guys on the servers.
Bunker2 is my favorite Bunker server, since the first day I played, because it's always fun
Every month I'll give you the most recent gaming news from Europe, Azie & The United States of America.
You can ask me anything about up coming events & games.
I hope you all will like & read it.
Best Regards, Funnybunny/Wining'it
Source material for the following content is attributed to Ex6Tenz. The website is www.cadred.org (http://www.cadred.org)
Dreamhack 2012 Winter edition.
DreamHack is the world’s largest digital festival and holds the official world record as world’s largest LAN party in the Guinness Book of Records. During 2009 DreamHack reached over 200.000 unique visitors with our live activities around the World. DreamHack holds several festivals each year, BYOC Qualifiers and expos. The Spring Season ends with the Season Finals at DreamHack Summer and the Fall Season ends with DreamHack Winter. The major festivals take place during 4 days, 24-7. All of DreamHack’s festivals are alcohol and drug free and open to all ages.
DreamHack is focused on everything you can do with computers, Internet and digital entertainment and culture. DreamHack is a lot of gaming, communication, programming, designing, music composing and whatever you can imagine! We organize a lot of large tournaments and compos and also a great Expo with company’s like MSI, ASUS, Telia, Intel, Blizzard and many of the Swedish universities to name a few.
Like on all festivals we also offers a great selection of food end beverages, many restaurants and kiosks are open 24/7. On top of that there is several of hundreds hours of live entertainment on our stages ranging from music to magic and much much more.
DreamHack is filled with activities, fun and friends around the clock!
DreamHack is the undisputed world largest LAN and at our last Guinness world record there was 13 292 connected devices to our network. The blazing fast Internet connection is provided from our strategic partner Telia who will deliver blazing fast Internet to the fest.
Top3 Best newest games 2012 (PC,PS3,Xbox360)
Resident Evil 6
It has been ten years since the Raccoon City incident and the President of the United States has decided to reveal the truth behind what took place in the belief that it will curb the current resurgence in bioterrorist activity. Due to be by the President’s side is his personal friend and Raccoon City survivor, Leon S. Kennedy, but when the venue suffers a bioterrorist attack, Leon is forced to face a President transformed beyond recognition and make his hardest ever decision. At the same time, Bioterrorism Security Assessment Alliance member Chris Redfield arrives in China, itself under threat of a bioterrorist attack. With no country safe from these attacks and the ensuing outbreaks, the entire world’s population is united by a common fear that there is no hope left. In a first for the franchise, Resident Evil 6 sees series favorites Leon and Chris come together to face this unprecedented threat. They will be joined by new characters, each with their own unique perspective and involvement, in this relentless dramatic horror experience enacted on a global scale.
Ravaged is a online multiplayer-only first person shooter game set upon a post-apocalyptic Earth devastated by natural disasters caused by the sun's solar flares. Engage in battle with weapons and vehicles in fierce, never-ending combat scenarios that involve skill-based gameplay and team objectives.
This game chronicles the struggle between the "Resistance" and the "Scavengers" as they fight one another in order to gain an upper hand in an ongoing war for survival, territory and resources. In general, the Scavengers are an outnumbering, oppressive, murdering group of lawless criminals that wish to claim all land and resources for themselves. They will stop at nothing in order to accomplish their goal. The Resistance is a group of resistance fighters hell bent on restoring civilization. These civilians were able to seek shelter as the world succumbed to natural disasters during the year 2012, taking with them precious goods and weapons while the criminals and less fortunate lived off the land.
ESRB RATING: M
Genres: Action (First Person-Shooter)
Release Date: October 17, 2012
Dishonored is a game about many things. It's about revenge; armed with deadly weapons and supernatural powers, you seek vengeance upon all of those who orchestrated your downfall. It's about a city; the plague-ridden industrial port of Dunwall is lovely to behold, exciting to explore, and seething with secrets. It's about people; an array of vibrant characters await you, and as you get to know them, you are drawn further into their intrigues, hopes, and heartbreaks. But above all, it's about choice. The incredible variety of ways you can engage or evade your enemies makes Dishonored impressively flexible and utterly captivating.
ESRB RATING: M
Release Date: 9 October 2012
Interview with the best Counter-Strike:Source player from Europe.
Name: Kevin ‘Ex6TenZ’ Droolans
Age: 22years old
VeryGames dominated the European scene in that regard for a long time. As a French team and orgnisation did you ever feel like you were living in their shadow? Was there ever any rivalry between you two?
I think it is important to mention that the redLine that you know now is mainly composed of the former EPSILON that already performed together. We do not live in their shadow during all the year. VERYGAMES have a fantastic roster with talented players but we are different, we do not play the same game. The way we work/practice is different to VG. Let’s say we don’t have the same style at all. We have never claimed that redLine were stronger then VG or able to beat them before march-April because VG had a lot of activity together the 6 months before. I think our confrontation at Shoklan was positive even if it was not the best game of the year! It showed that we were not so far off VG after 3 overtimes, but we unfortunately lost. Last season VG dominated all Europe without any doubt and there is of course some rivalry between us. Not a negative one, just a rivalry which gives us motivation to practice and practice … After this season I think we can be optimistic because we have more experience and believe me we are not going to do another season in their shadow.
With VeryGames currently on hiatus do you ever wish they’d come back to competition to give you a chance to beat them?
Of course. We are Gamers, and we love challenges like this. We want to play against them again, a French exp<b></b>ression says: "plus on est de fou plus on rigole!"
Does a player like yourself, known for delivering the spectacular shots or big fragging, even find the weight of expectation difficult? Are there ever situations where you have to play in a less exciting fashion for the good of the team?
My priority is the victory for my team, not to do actions for personal movies or whatever. Last year at TeX 2008, the game of EPSILON was at 75% based on me, that’s why I was doing a lot of Frag actions. Today my team-mates are stronger so I use more their Skill & Potential. I Try to use their potential at 100 %, if I must do all Rushs at first position for crZ’s snipe or Victorz’s "bot kills" I will do it. The most important thing for me is that redLine wins.
For you personally what would you most want to achieve between now and the day you stop playing competitively? Is there one competition you would most like to win, one team you would most like to beat in a final?
I don’t know when I will stop gaming for the moment. The only thing I know is that I am over motivated to play with guys involved at 200 % during all the season, I want a group involved as me for next season, this adventure that we share in common interest. All the rest does not matter, I just ask for this.
There was a phase where people, including some top European players, were casting aspersions about your playing style / ability and inferring that you would not be able to perform at LAN. Did that at any point put extra pressure on you to perform and if so how did you deal with that?
I was considered for a long period as a cheater mainly in France, I don’t think it was at the same level in Europe. I started to play well in Europe with Globalteam, this is when we started to be well-known. Then I made only 4 European competitions / LAN. I was MVP at TeX 2008, 2nd at lan79 2009 behind Guardian JESUS who discovered Ventrilo (dedication to my friend ^^) and I was also mentioned in the OOF MVPs. In France my reputation as a cheater started with a ban from ESL France now more then 2 years ago... (Thanks again to ESL admins and my friends Froyge & Krl). I was not stressed at this period because I knew what my potential was and even if all the community had doubts about me, all those rumours gave me an extra motivation to prove to all that I was just playing well! My style of gaming, the way I play, is totally different than any Top-Euro player, that’s why maybe some of them had doubts on me. All rumours stopped after my first LANs of course.
Thanks for the interview Ex6TenZ! Would you like to say something to all the gamers from the Bunker community?
Play for the fun and for your friends. Teamplay is the most important thing of the game. Keep on gaming guys !
Marko of MLB Map Makers
Snoid: First of all, I want to thank you for granting my request for an interview. I would like to start by asking you how and why you got involved with map making for Wolfenstein ET? Was it shortly after Splash Damage offered the software development kits to the mod community?
Mark: I had been creating maps for Quake 3 engine games for a few years. At that time, Return to Castle Wolfenstein was by far my favorite, so it sounded quite logical to move onto Wolfenstein ET. With a few friends, we even attempted to reverse engineer ET maps to start getting custom maps out before the official software development kit (SDK) was released. We had a very hard time trying to understand the new features implemented in ET and the SDK release really helped us :-)
Snoid: Were you already involved with this line of work with other games and if so what were / are they?
Mark: Yes, I started to learn map making on Quake 3 and then worked on several games :
- Soldier of Fortune ("Silver Forces" mod) which implemented features similar to Counterstrike (defuse bomb, rescue hostages...).
- When I got involved in mapping for RTCW, I worked withed Bani (who later made ETPRO) to implement his famous banimod (http://bani.anime.ne...imod/index.html). He had created awesome features such as a commanding officer who could drop spawn points, a spy, a guy with a jet on his back who could jump over high structures. He then set up a goldrush mod which was based on the "Ice" map where you had to go and rob gold at enemy flags. The team usually designed a "cow" in the team because the more gold you took, the slower you were to move. All the team then had to organize defense to escort the "cow".
- After over 2 years dedicated to the RTCW communicaty, I then worked on Soldier of Fortune 2 mapping on general maps, a sniper-only mod and a small goldrush mod
- Wolfenstein ET was the 5th game for which I made maps and was by far the one that offered the highest level of customization.
Snoid: Wolfenstein ET just celebrated its 9th anniversary in June. Are you surprised that there is still a core group of gamers who love this game and can't stop playing it?
Mark: Wolfenstein ET offers amazing game experience. It groups meany key features in a single game
- a class system
- an experience system
- multiple objectives such as escort vehicles, capture flags, rob objectives, dynamic constructions (bridges, gun nests, walls...)
- a great system of remote map downloading. This is unique and makes it easy for people to get custom maps. In my opinion, this is one of the main weaknesses in all the latest games I have seen (Left 4 Dead, Battelfield 3...). Indeed, a game open to customization in addition to a simple download system greatly enhances the will players have to test new maps / features.
I haven't seen any game get to this level yet. If ET could be "refreshed" a little, to raise a few of the limitations regarding volume of textures, models, sounds and data loaded in a map, it could be brought to extremely high levels of quality.
Snoid: It seems that most of your maps are quite large. I personally love large (or what I call epic) maps. Is the large map your "trademark" or is there another reason you like them?
Mark: I have always wanted my maps to tell a story and immerse the player in an environment. I consider this is only achievable if you make something big, with a great diversity of objectives.
Snoid: What is the hardest part of map making?
Mark: I really think the hardest part of map making is getting the good idea. A nice looking map will have no success if the game-experience is not perfect. I have a couple of nice maps I made that stayed almost unplayed, due to they lack of good gaming experience (Citadel, El Kef).
Another complex topic on large scale maps is control of FPS (Frames per Second). The Quake 3 engine used in Wolfenstein ET has a very special way of preparing maps to run in game. Apart from dynamic objects (tanks, weapons, players, constructions), nothing is dynamic in Wolfenstein ET. Everything is pre compiled so that on every spot of a map, the game engine knows exactly what to draw and what amount of light it receives.
When you design a map, you must constantly worry about keeping control of what a player will see from every point of the map, in order to limit the amount of things his graphics card will have to draw. The screenshots below clearly show the difference between what the player sees and what his computer really draws. On the screenshots below, I have highlighted in red an ammo rack and a set of crates that the video card draws "behind" the rocket base walls.
In game : Difference between what the player sees and what the computer has to display.
Snoid: Although I've never found any of your "infamous" secret rooms, I've seen a few videos on-line describing them. Are the secret rooms your idea, or one of your partners or staff... and why did you add them?
Mark: As you say, those rooms are "infamous". Lowlife has set them up during the public beta stage of MLB map pack. The idea was to be able to get in there and adjust spawn times or rebalance the map during the beta testing. Unfortunately, some were not removed when we released the final versions... and even though Lowlife had done something very well secured, some people eventually understood the system and started to use it.
Snoid: Many of your maps are included in the map rotation for our servers. They include Daybreak, Egypt, Temple, and Hotchkiss to name a few. What was your first MLB map?
Mark: The first MLB map was Temple. I had released theis map on my own but was not a pro the scripting system. When converting them to MLB, Bob Le Roux implemented a far better script :
- he enhanced the tank management system to get it much smoother
- he added a multiple stage bridge which made the first section of the map much better to play
Lowlife dumped all the map landscape and sky and replaced with with one of his own, while I addded details and better indoor lights to cast nice shadows.
Now to tell you the truth, almost all MLB maps are a reuse of proven parts of maps I made in the past. I have made over 70 maps in the last 15 years. Many of them did not meet the success of MLB but each had a little map section that was unique and played very well. MLB is a big merge of all these "good and proven" ideas :
=> MLB Carnage is a remake of the Carnage Canyon map I had started on Return to Castle Wolfenstein. The MLB version can be considered and the 6th release of the map but is a major change from the previous map versions (tiwce the size of the previous version)
Carnage Canyon 2 map for Return to Castle Wolfenstein
MLB Carnage Canyon for Wolfenstein ET
=> D Day is a conversion from my RTCW D Day map with a complete review of the spawn points and objectives.
MLB D Day for Return to Castle Wolfenstein
MLB D Day for Wolfenstein ET
=> Daybreak is more in the idea of MLB, as it is a remix of parts of almost 10 maps I had worked on in the past (some had never been released to public servers). The indoor part of the map was build up from the river section of Trainyard map for RTCW. The dam area is inspired from RTCW Flooded Town and all the first map section is bits & pieces that were never made public before.
RTCW Trainyard map
You will also see we had all sorts of atmospheres for this map (dark & misty or "daybreak" as its final name describes it...)
Dark version of MLB Daybreak
Final version of MLB Daybreak
I don't have any sketches anymore (I didn't plan much stuff on paper) but you will see below some of the construction lines we had to limit performance impact of the huge outdoor areas (view from above)
Snoid: Do you have a favorite MLB map?
Mark: My favorite is MLB Daybreak. It plays quite well on medium and large servers.
Snoid: Do you play Wolfenstein yourself?
Mark: Not so much anymore... I had a Left 4 Dead time where I tried building a couple of maps but the custom map experience was terrible due to the fact you had to download the maps off websites in order to be able to play them... Now I'm more on Battlefield 3.
Snoid: Do you have a favorite Wolfenstein map that's not a product of MLB? If yes, what is it?
Mark: It depends on the aspect you are looking at. If it's the map beauty, I would say Venice or Saberpeak. Regarding gameplay, I really enjoyed the new gameplay style of the baserace series and some of Drakir's maps.
Snoid: Briefly describe who "L" and "B" are and what parts each of you played in creating your maps.
Mark: MLB stands for Marko, Lowlife & Bob le Roux. We had very different skills which went on great together
- Bob was our expert in scripting. This is anything like the tanks in Temple / Daybreak, the Boat with the water gate in Egypt, the bombs with the timers in Hotchkiss. Scripting is really what makes a map dynamic and realistic. Bob was an expert in that domain
- Lowlife mastered models and shaders. Models are 3D objets build with tools such as 3DS Max or Milkshape and imported into the game. He made quite a few of these like the MLB Dynamite in Hotchkiss. Shaders are all those textures that react in game (water, fog, haze, sky with realistic lighting...)
- I was the map maker (designing the buildings, landscape, objects on the map...) trying to get something with a balanced gameplay and optimized FPS for the player.
Snoid: Are you still making maps for Wolfenstein ET? If yes, describe one or more of them.
Mark: Unfortunately, I have stopped making maps, mainly because I have the feeling Wolfenstein ET has lost a big amount of players due to the arrival of the new generation of FPS games. It's something I'd be very happy to do again if a new game comes allowing such a high level of customization as Wolfenstein ET did.
Snoid: Would you consider making another map for the 10th anniversary of Wolfenstein ET?
Mark: Why not. I'll just have to get good inspiration once again :-)
Snoid: You are involved in a website "GD Experience." This is where I finally tracked you down for this interview. What is this website all about and is this how you make your living?
Mark: Map making and software development is more a leisure for me. GD Experience was just a web site to share resources on custom maps, map making techniques, FPS game engine, game coding... In my real life, I make my living by working as a Datacenter Service Manager for a European chemical company.
Snoid: Did this website result from your map making involvement?
Mark: It helped me promote my maps at the very beginning but was also a good way to share my infomation with map makers colmmunity. I set up 2 main mapping sections on the web site :
- mapper's database where map makers could download my complete maps sources but also map snippets (heatlh & ammo rack, light posts...)
- mapping tutorials, to lean how to use GTK Radiant, the map editor.
Snoid: MLB maps are pretty popular. Is there a formula you use to make good maps, and if yes, what is it?
Mark: I would say luck is an important one. The players are the only judge in this... Either they will like a map and play it, or they will drop it very quickly. I think MLB had a lucky start with MLB Temple and MLB Daybreak which got popular very quickly. Of course, you can plan your map and objectives on paper but the gameplay feeling is something very difficult to fine tune.
Snoid: The Bunker Community has some members who have made maps for Wolfenstein ET. (Mongo and Jecoliah) Do you have any words of wisdom for them, or anybody who wants to build a map for this great game?
Mark: Well I would suggest people to only get involved into map making if they have a LOT of spare time. Completing a map is something that can take up to 50 hours of work for someone who is already at ease with the software development kit. MLB map pack is the result of an insane volume of time :-)
Snoid: I hope I haven't left out any obvious questions... but if I have... this is the space where you can add any final thoughts on this subject.
Mark: I simply would like to thank you for the time and effort you put into getting these interviews together and putting a focus on a wide variety of people of the gaming community.
Edited by Falkes, 31 October 2012 - 10:41 AM.