Kokoda Beta 2.0
File Information
- Submitted: Dec 04 2010 07:56 AM
- Last Updated: Dec 04 2010 06:38 PM
- File Size: 36.65MB
- Views: 854
- Downloads: 378
- Author: Gerry
- Version: Beta 2.0
Download Kokoda Beta 2.0
31-10-10
-------------------------------
Kokoda Track - Beta version 2
By: Gerry
For: Call of Duty - World at War
-------------------------------
Notes:
The map is based in the mountains of New Guinea & focuses on the battle that took place there between The Japanese Army & Australian Imperial Forces. Jul - Nov 1942.
This campaign lasted until Jan '43 but Kokoda was retaken in Nov '42.
The combat at times hand to hand, took place on steep mountainous jungle terrain (upto 7,500 feet) from Imita Ridge to Kokoda, some 50 hrs away by foot. The principal method of transport.
Many of the soldiers who fought & died here believed they were defending Australia from invasion.
The map is not accurate, however it's influenced by what I've researched & aims at trying to give an impression on a battle that sits close to the hearts of Australians. However in order to make it fun & improve gameplay, there are other elements added to the map that change it from a true depiction.
The campaign ended with the defeat of the Japanese on the coast at Buna, Gona & Sanananda by a joint American - Australian effort in Jan 1943.
-------------------------------
Map Size: Large
Players: Upto 32
Setting: Early Morning
Teams:
Allies - U.S. Marines
Axis - Japanese
Gametypes supported:
CTF - Capture the Flag
DM - Deathmatch
DOM - Domination
HQ - Headquarters
SAB - Sabotage
S&D - Search and Destroy
TDM - Team Deathmatch
TWAR - War
Map Features:
Destructible Ammo crates & Barrels
Destroyable hinged window shutters
Trees with ropes for traversing or camping
Birds of Paradise sound effects
Custom S&D objectives
Custom HQ objectives representing Allies & Axis
Dynamic entities - Helmets, Lanterns, Ammo Bags, Buckets & Cans
Dynamic pointconstraint entities
Custom water, objects & foliage
Native art
The mine FX work via a trigger multiple so if no one's in the mine there's no FX being generated
Some of the underground is blocked off in the War gametype to even gameplay
Mods Information:
I've developed the map using the basic mp_usermaps.
The map appears to work with: (thanks to all who gave me info)
AWE5 2.5
ACE 5.6
OW 1.6.8
RGN Vietnam Mod 1.2
ERM Mod
BRM Mod
Demon Mod MK2
SVR Mod 1.22
-------------------------------
Changelog beta 2:
Clip ammo crates in cave. (thanks Wakka)
Fixed several places where you could get potentially stuck.
Moved all tdm & sab spawns out of tents for mod compatibility.
Moved the defensive spawns in sd for better cover.
-------------------------------
Installation:
Copy the folder ( mp_kokoda ) with it's contents to:
(XP)
DRIVE_LETTER:\Documents and Settings\YOUR_USERNAME\Local Settings\Application Data\Activision\CoDWaW\usermaps\
(Vista)
DRIVE_LETTER:\Users\YOUR_USERNAME\AppData\Local\Activision\CoDWaW\usermaps\
Files contained inside the folder ( mp_kokoda ) required to run the map:
mp_kokoda.iwd
mp_kokoda.ff
mp_kokoda_load.ff
localized_mp_kokoda.ff
-------------------------------
Arena file:
{
map "mp_kokoda"
longname "Kokoda Track"
loadname "Kokoda Track"
gametype "ctf dm dom koth sab sd tdm twar"
}
Incase you use one for your mod, paste this to it.
-------------------------------
BSP Info:
Limit% Count Lump Bytes Kilobytes BSP%
------------------------------------------------------------
0.62% 102 models 4896 B 5 KB 0.0%
24.67% 302 materials 21744 B 21 KB 0.0%
9.58% 3140 brushes 12560 B 12 KB 0.0%
4.68% 30684 brushsides 245472 B 240 KB 0.6%
10.00% 26215 brushverts 314580 B 307 KB 0.7%
38.40% 75491 part_inds 150982 B 147 KB 0.3%
15.35% 10061 planes 160976 B 157 KB 0.4%
3.00% 3698 entdata 503465 B 492 KB 1.1%
-------------------------------
Credits:
Dickymint for the model reskining idea
RGN Wiki & Forums (thanks for the input)
Nerd Wars members (Carl, Gav, Troy, Stephan, Alan & Jarrad) for testing
Tropical Plant Textures - http://plants.swtexture.com/
-------------------------------
Contact: gerryde65@hotmail.com
Website: http://www.users.on....is/cod/cod.html
-------------------------------
Kokoda Track - Beta version 2
By: Gerry
For: Call of Duty - World at War
-------------------------------
Notes:
The map is based in the mountains of New Guinea & focuses on the battle that took place there between The Japanese Army & Australian Imperial Forces. Jul - Nov 1942.
This campaign lasted until Jan '43 but Kokoda was retaken in Nov '42.
The combat at times hand to hand, took place on steep mountainous jungle terrain (upto 7,500 feet) from Imita Ridge to Kokoda, some 50 hrs away by foot. The principal method of transport.
Many of the soldiers who fought & died here believed they were defending Australia from invasion.
The map is not accurate, however it's influenced by what I've researched & aims at trying to give an impression on a battle that sits close to the hearts of Australians. However in order to make it fun & improve gameplay, there are other elements added to the map that change it from a true depiction.
The campaign ended with the defeat of the Japanese on the coast at Buna, Gona & Sanananda by a joint American - Australian effort in Jan 1943.
-------------------------------
Map Size: Large
Players: Upto 32
Setting: Early Morning
Teams:
Allies - U.S. Marines
Axis - Japanese
Gametypes supported:
CTF - Capture the Flag
DM - Deathmatch
DOM - Domination
HQ - Headquarters
SAB - Sabotage
S&D - Search and Destroy
TDM - Team Deathmatch
TWAR - War
Map Features:
Destructible Ammo crates & Barrels
Destroyable hinged window shutters
Trees with ropes for traversing or camping
Birds of Paradise sound effects
Custom S&D objectives
Custom HQ objectives representing Allies & Axis
Dynamic entities - Helmets, Lanterns, Ammo Bags, Buckets & Cans
Dynamic pointconstraint entities
Custom water, objects & foliage
Native art
The mine FX work via a trigger multiple so if no one's in the mine there's no FX being generated
Some of the underground is blocked off in the War gametype to even gameplay
Mods Information:
I've developed the map using the basic mp_usermaps.
The map appears to work with: (thanks to all who gave me info)
AWE5 2.5
ACE 5.6
OW 1.6.8
RGN Vietnam Mod 1.2
ERM Mod
BRM Mod
Demon Mod MK2
SVR Mod 1.22
-------------------------------
Changelog beta 2:
Clip ammo crates in cave. (thanks Wakka)
Fixed several places where you could get potentially stuck.
Moved all tdm & sab spawns out of tents for mod compatibility.
Moved the defensive spawns in sd for better cover.
-------------------------------
Installation:
Copy the folder ( mp_kokoda ) with it's contents to:
(XP)
DRIVE_LETTER:\Documents and Settings\YOUR_USERNAME\Local Settings\Application Data\Activision\CoDWaW\usermaps\
(Vista)
DRIVE_LETTER:\Users\YOUR_USERNAME\AppData\Local\Activision\CoDWaW\usermaps\
Files contained inside the folder ( mp_kokoda ) required to run the map:
mp_kokoda.iwd
mp_kokoda.ff
mp_kokoda_load.ff
localized_mp_kokoda.ff
-------------------------------
Arena file:
{
map "mp_kokoda"
longname "Kokoda Track"
loadname "Kokoda Track"
gametype "ctf dm dom koth sab sd tdm twar"
}
Incase you use one for your mod, paste this to it.
-------------------------------
BSP Info:
Limit% Count Lump Bytes Kilobytes BSP%
------------------------------------------------------------
0.62% 102 models 4896 B 5 KB 0.0%
24.67% 302 materials 21744 B 21 KB 0.0%
9.58% 3140 brushes 12560 B 12 KB 0.0%
4.68% 30684 brushsides 245472 B 240 KB 0.6%
10.00% 26215 brushverts 314580 B 307 KB 0.7%
38.40% 75491 part_inds 150982 B 147 KB 0.3%
15.35% 10061 planes 160976 B 157 KB 0.4%
3.00% 3698 entdata 503465 B 492 KB 1.1%
-------------------------------
Credits:
Dickymint for the model reskining idea
RGN Wiki & Forums (thanks for the input)
Nerd Wars members (Carl, Gav, Troy, Stephan, Alan & Jarrad) for testing
Tropical Plant Textures - http://plants.swtexture.com/
-------------------------------
Contact: gerryde65@hotmail.com
Website: http://www.users.on....is/cod/cod.html
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