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  Ludendorff Bridge  

Gameplay

This webpage has been created to provide a description of the gameplay in Ludendorff Bridge (the bridge at Remagen).  There are enough novel gameplay features that I thought it worth explaining them here, so that readers will immediately know how to play the map if they encounter it.  Please visit www.tibetclan.com for details of TibeT servers that the map may be playing on.

ET elements used in a non-standard way are highlighted with this:

 
Scenario
The Allies wish to capture the bridge intact to allow their armour to cross the Rhine.  The Axis must destroy the bridge to prevent this, but not so soon that their own troops cannot retreat across it.  The action takes place mostly on the bridge, which has been built to scale.

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Winning the game
The game only ends when the timer (20 mins) expires - no sooner and no later.
AXIS WIN: if at game end, they have planted explosives on both bridge supports.
ALLIES WIN: if at game end, there are no explosives planted on the bridge supports.
If at game end there are explosives planted on just one bridge support, the winning team is chosen randomlyThis is because neither side knows whether one set of explosives is enough to destroy the bridge.  It also ensures both teams don't camp defensively - they need to get both supports secure to ensure a victory.
When explosives are planted on a bridge support, a large flag is erected on one of the Axis towers, and the corresponding flag on the Allied tower is taken down.  Similarly the opposite happens when the Allies defuse the explosives.  The game starts with one set of explosives already planted.
 
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Spawn flags
There are 3 spawn flags along the bridge.
Your forces can only spawn at the farthest flag in an unbroken line of friendly-controlled flags.  For example, if your team controls all 3 flags, you can spawn at any of them, including the farthest from your base.  If the enemy then takes the flag nearest to your base, the chain is broken and the two flags further foward are cut off.  You would then only be able to spawn at your base.
Starting respawn times are 10 seconds for each team.
When your team captures a flag, you may or may not be able to spawn there (see above).  However your respawn time increases by 5 seconds for each flag captured.  This represents the problems of supply lines, and has the effect of aiding the defender who has been beaten back to his starting point by making it progessively harder for the aggressive team, the further they advance.  When a team loses a flag, their respawn time drops again by 5 seconds.
 
The {TibeT} Tank
The tank on the bridge can be damaged, repaired and driven by both teams.  If accompanied by Allies, it will advance West.  If accompanied by Axis, it will advance East.  If players from both teams are near the tank, it will stop.
The tank has a number of uses.
  • It provides mobile fire support with its MG42.
  • It provides mobile cover for advancing troops.
  • When it is halted by a tank barrier near the ends of the bridge, it turns sideways to give following troops maximum cover from enemy fire.
  • It acts as a minesweeper to clear enemy mines from the gravel paths alongside the railway tracks.
Gameplay
This is intended to be a brief, fierce battle on a long bridge, in which teamwork will be vital for success.  There is a lot of cover provided in the shape of wrecked vehicles, sandbags, crates and improvised defensive barriers built by engineers, all of which makes the snipers' job harder.  The constructed barriers can be destroyed by satchel charges.  The crates provide good cover but can eventually be destroyed by gunfire.

I hope you'll enjoy the map :)

 
Screenshots
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