OP_OVERLORD

CAPTURE
POINT ONE
(seabase)

Allied Spawn

Allied Spawn Plane

Allied Spawn

About to fall out the plane backwards

Allied Spawn

Just jumped from the plane
(parachute activates later)

Allied Spawn

Faaaallliiiinnggggg

Allied Spawn

Seaside Base (lt)

Allied Spawn

Seaside Base (rt)

Allied Spawn

Seaside Base (close)

Allied Spawn

First choke point inside base

Allied Spawn

One of the guns (other in distance) to be destroyed, grappler attached

   

CAPTURE
POINT TWO
(beach)

Allied Spawn

Allied Spawn Docks

Allied Spawn

Docks (rear)

Allied Spawn

Staircase to barracks

Allied Spawn

Allied barracks

Allied Spawn

Sea gun at allied spawn

Allied Spawn

Landing boat viewport

Allied Spawn

The beach, boats landing

Allied Spawn

The beach, mortars exploding

Allied Spawn

The beach, crouching behind a hedgehog

Allied Spawn

The beach, seawall being destroyed

Allied Spawn

Entrance to axis base

Allied Spawn

Inside axis base, cap point to left and down

Allied Spawn

View from axis battlements

   
CAPTURE
POINT THREE
(Caen)

Allied Spawn

Allied Spawn and flag

Allied Spawn

Allied Spawn

Allied Spawn

First choke point (lt)

Allied Spawn

First choke point (rt)

Allied Spawn

Camping place facing first choke

Allied Spawn

Axis gun emplacement facing first choke

Allied Spawn

Staircase to another camping place at first choke

Allied Spawn

Celler at first choke

Allied Spawn

Entrance to second choke

Allied Spawn

Second choke, looking left

Allied Spawn

Next to the axis gun emplacement, facing cap point at top of hill

Allied Spawn

Axis gun emplacement facing second choke

Allied Spawn

Camping spot facing second choke and gun emplacement

Allied Spawn

Cap point and axis spawn behind large double doors

Allied Spawn

Camping spot facing cap point


Map is currently RELEASE CANDIDATE! This means it is NOT FINISHED!
However it had to be released, so whatever bugs that remain will have to be removed in the final version, I really just want to see if anyone is going to play this map.
Addendum: the screenies arent from the rc version, so may differ slightly

Overlord is based on (incase you haven't guessed), the Normandy beach landings, specifically the days immediately before, during and after.

Capture point one is based around the night before the d-day landings, where troops parachuted behind enemy lines to assault key targets, in this case, an axis seaside base. The allies must infiltrate the base and 'capture' the grappling hook in order to ascend to the higher levels of the base and destroy the main objective, two seaward facing guns.

Capture point two is the landing and the omaha beach itself the next morning, where the allied objective is to move up the beach and break the seawall with a detpack. After this they must move the flag into the axis base and onto the capture point in the basement.

Capture point three is set in a town a few days after the landings that was bombed the previous night (Caen), with some of the fires still raging in the areas hit. The allies must move through the town through several choke points and then place the flag on the capture point at the top of a hill to win the game!

Taken from the readme:

Attack, Defend, Normal and reverse Capture the Flag. Overlord is all of the above, a large 'theatre of war' map for tfc based around the overlord campaigns before, during, and immediately after the D-Day landings.

The original design for the map was a seperation of a single map into a campaign of 3, each interconnected by hard-coded level change commands. This has now been changed so that admins are given full access as to how they wish the map to be played in the server rotation. Plus it broke adminmod for some reason.

Thus to add these maps in a servers rotation you may put in point 1, 2 or 3 (op_overlord_1_rc, op_overlord_2_rc & op_overlord_3_rc) in any order you wish, though sequentially would be preferred. One idea I had thought of was that they could run staggered between the other maps in the server, perhaps 1 map between each overlord map (e.g. overlord1, dustbowl, overlord2, avanti, etc).

As it stands, the map is free of all KNOWN bugs. Its 'release candidate' because of the shear complexity of them, and because I hate having to put '-r' (revised) and end up with crapper versions of the map circulating the net.

All relevant point information is in seperate text files that will be displayed when each map loads.