New Map Release - POW Escape
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- Codey
New Map Release - POW Escape
Hi, I'm new to this forum, and noticed that you guys have a kickass server here and I thought you might all be interested to see my newest map just released, POW Escape.
It has a few unique features which you guys might be interested in, such as:
Random documents objective
The secret documents get spawned to one of four labs at the beginning of the match to provide a bit of variety.
Health giving taps
All taps and showers in the camp give out 5 health ponts when turned on every 2 seconds.
Destructable Water pump
Destroy the water pump to stop all the taps and showers from working for the remainder of the match.
Alternate route out of the camp
The General's car can be pushed (and then riden) down the hill, and will crash through the fence providing an alternate escape route.
The map is also very very big, designed for 32vs32 play and probably the biggest map your ever going to see for RTCW MP.
So if you'd like to have a look, please visit POW Escape site, download and give it a try!
Let me know what you guys think, and if you guys would consider running it on your server


It has a few unique features which you guys might be interested in, such as:
Random documents objective
The secret documents get spawned to one of four labs at the beginning of the match to provide a bit of variety.
Health giving taps
All taps and showers in the camp give out 5 health ponts when turned on every 2 seconds.
Destructable Water pump
Destroy the water pump to stop all the taps and showers from working for the remainder of the match.
Alternate route out of the camp
The General's car can be pushed (and then riden) down the hill, and will crash through the fence providing an alternate escape route.
The map is also very very big, designed for 32vs32 play and probably the biggest map your ever going to see for RTCW MP.
So if you'd like to have a look, please visit POW Escape site, download and give it a try!
Let me know what you guys think, and if you guys would consider running it on your server
- MMmmGood
I tried it out. A few things I didnt like...
1. The doors in the axis base are frustrating to open. While I do like the buttons as it makes it look like a futuristic lab, it's frustrating if your in a firefight.
2. The elevators. While again this adds to the map, I can see this being abused by people who will just sit in the elevator and push the buttons constantly not letting anyone up or down.
3. All the empty buildings in the POW camp. I tried Allies first and had no idea where to go. I switched to engineer and followed the compass and had a better idea. While some of these buildings are useful ( secret passage, ammo dump, showers ) I dont see the need to have so many.
4. The doors in the allied spawn areas. I see this being used for door blocking, even though allies can spawn in several areas.
A few things I did like....
1. The size. It would work very well for a large server.
2. The multiple escape routes to the lab areas. Is it possible to move the beds over and get access to the underground passage as well? I didnt try this.
3. The showers. While they are quite far away from where I see the firefight being, they are handy.
A few suggestions...
1. The allies and the axis spawning in the same area. This would be a slaughter for both sides. However due to the secret passages it gives the Allies a chance to blow the lab and get the docs without the Axis being able to defend. The axis should spawn in the fenced area/lab and the allies should spawn in the POW camp.
Besides this, I think you got a great map!
1. The doors in the axis base are frustrating to open. While I do like the buttons as it makes it look like a futuristic lab, it's frustrating if your in a firefight.
2. The elevators. While again this adds to the map, I can see this being abused by people who will just sit in the elevator and push the buttons constantly not letting anyone up or down.
3. All the empty buildings in the POW camp. I tried Allies first and had no idea where to go. I switched to engineer and followed the compass and had a better idea. While some of these buildings are useful ( secret passage, ammo dump, showers ) I dont see the need to have so many.
4. The doors in the allied spawn areas. I see this being used for door blocking, even though allies can spawn in several areas.
A few things I did like....
1. The size. It would work very well for a large server.
2. The multiple escape routes to the lab areas. Is it possible to move the beds over and get access to the underground passage as well? I didnt try this.
3. The showers. While they are quite far away from where I see the firefight being, they are handy.
A few suggestions...
1. The allies and the axis spawning in the same area. This would be a slaughter for both sides. However due to the secret passages it gives the Allies a chance to blow the lab and get the docs without the Axis being able to defend. The axis should spawn in the fenced area/lab and the allies should spawn in the POW camp.
Besides this, I think you got a great map!
- Codey

Just a couple of notes about the points you raised..
2. The elevators. While again this adds to the map, I can see this being abused by people who will just sit in the elevator and push the buttons constantly not letting anyone up or down.
I've put quite a bit of work into the scripting of these elevators and they are designed to work like real world ones, in that the button presses are cached, and it will keep going to the next floor to which it was called, in order.
3. All the empty buildings in the POW camp. I tried Allies first and had no idea where to go. I switched to engineer and followed the compass and had a better idea. While some of these buildings are useful ( secret passage, ammo dump, showers ) I dont see the need to have so many.
I really wanted to go for the realism aspect, and pow camps from the reseach that I did were all very large areas. Be it alot bigger than would be a playable map, I tried to hit a balance between realism and playability.
The suggestions:
The majority of the axis spawning points are in either the outer fence area or on the guard towers, there are just a few which are in the general's quarters and in the guard's quarters for a bit of variety in game play.
Thankyou for all you feedback, good or bad I appreciate any that I can get.
Hope you guys would like to give it a run, and let me know what you think so I can put your feedback towards to final release, and ofcourse get some enjoyment out of it too!
- S.S. Heir Pie
Re: New Map Release - POW Escape
Very nice map!!!! I like the smoke out of the chimneys, the hidden underground path ways, the elevators with 2 levels on one and 3 levels on the others, that is one big map!!!!! nice job...!!!!!
Pie
Pie
- Jonny
I've looked at the map and it's really nice. I would definately like to try a few rounds of it.
The most unique and best parts are the doc location randomization and having the train pull out before the allies actually win. Those are excellent features.
I think the doors in the base are very frustrating though. I find myself slamming the space bar 5 times just to make sure the door opens. Same thing for, and in, the elevators. It looks extremely hard to get in the elevator, press the button while fighting back axis guys throwing grenades in at you.
The map detail is very nice and the layout will require strategy for the allies to succeed. Looks fun.
The most unique and best parts are the doc location randomization and having the train pull out before the allies actually win. Those are excellent features.
I think the doors in the base are very frustrating though. I find myself slamming the space bar 5 times just to make sure the door opens. Same thing for, and in, the elevators. It looks extremely hard to get in the elevator, press the button while fighting back axis guys throwing grenades in at you.
The map detail is very nice and the layout will require strategy for the allies to succeed. Looks fun.
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