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Halloween Maps

for different mods

13 files

  1. nightmare

    Map name : Nightmare                      
    version  : 1.0                      
    Made by  : Blackops Clan            
    Designed : Blowfish
    website  : http://www.enemyterritory.biz     site is dead     
     Date     : 11-12-2009                       
    Nightmare

    The map was started two weeks before Halloween 2009, because of a joke Stealth made. Lets build a map for halloween...... sure why not. Ofcourse we didnt make it, since we normaly need about 2-3 months for a map. The reason we used some stuf from other mappers / modelmakers ...

    The objectives are simple. Allies have to get the documents from the graveyard to the statue near the church. And have to blow up the generator, protecting Dracula's chest. Both can be done at the same time. There are a few hidden portals which will help you move around the map or get you out of endless tunnels.
    Have fun playing it and let me ([email protected]) know if you run into weard things. 
     
    Special Thanks to

    Sylar

    Scripting, debugging, waypointing

    Stealth - Blackops Clan

    Made the castle and changed part of the church by Magic. 
    =

    Ganjaman - Blackops Clan

    Made the generator house
    Avoc

    wooden hut he made for Breakout 2

    Magic (www.magics-territory.com)

    He made the base of the nice Church and used some textures of Mitchell.

    The designers of Enemy Territory, since I copied a few things from the original maps and modified em.

    Splashdamage forum (www.Splashdamage.com)

    For all the people helping eachother create maps.

    2Bit (http://www.pythononline.co.uk/et/tutorial.htm)
    For the great dummy proof tutorial they made. This helped me a lot !

    For the great resource of ET things on that website (like the good RSS feeds and prefab section).

    Erik-Ftn, [email protected]
    Created the rtcw_ent_in_et_beta2.pk3 which I used for some nice extras.
    Blackops Clan
    To all who helped us testing and debugging.
    Oak ([email protected])

    Title                       : Crucified Guy
    Mapobject type            : Cross-attached ;P 
    Date                        : Jun 28th 2000
    Filename                    : md3-crucified.pk3

    Title                       : Impaled Skeleton
    Mapobject type            : Impaled Object
    Date                        : May, 8
    Filename                    : md3-impaled_skel.pk3
    Title                       : Celtic Cross
    Mapobject type            : Stand still 
    Date                        : May 10th 2000
    Filename                    : md3-celtic_cross.pk3

    Gollum ([email protected])

    Title                       : Skeleton pack
    Mapobject types            : Skeletons in different positions
    Date                        : August 5 - 8

    Tim Douthit ([email protected])

    Two models:
    Griffin.md3    Statue of a griffin 
    Fountain.md3    Fountain with two Griffins

    Jeffrey R Chaplin aka CASE ([email protected])

    Spiders 
    MD3-CASE01.PK3, map object model
    Ruilaanh Guard

    Tamara "Ophelia" Crossley ([email protected])

    Angel statue

    Dracula by tragesser

    http://www.turbosquid.com/Search/Artists/tragesser
    Bought as 3ds file and converted to md3 with Milkshape.
    Do not use in map, unless you also bought the model at Turbosquid.com !!
     

    0 downloads

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    Updated

  2. necrology_final

    Axis Objective Descriptions
    1    "Secure axis bones and resurect soul"
    Allied Objective Descriptions
     1    "Secure allies bones and resurect soul"

    0 downloads

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    Submitted

  3. UJE_horror_island_nq

    24-10-2018
    www.ujeclan.com
    This is a special version for nq mod servers.
    Spiders are up side down , so i had to lower them for
    not turning up in the rocks.
    Map by [UJE]Niek
    The Axis have landed on the shores of this haunted island.
    Rumors tell that the Allies are trying to release an
    ancient giant from the cave under the big mountains.
    -----------------------------------------------------------------
    Special stuff:
    * Moving spiders
    * animated objectives
    * Black and white island
    * Colorfull Cave
    * Scary models
    -----------------------------------------------------------------
    Axis objecives
    * Capture the flag
    * Destroy the Barrier
    * Destroy the first Pillar
    * Destroy the Cave
    Allied Objectives
    * Defend the flag
    * Build the Barrier
    * Defend the Pillar
    * Defend the Cave
    -----------------------------------------------------------------
    A big thanks to Fabi for finetuning the script and adding the objective sounds.
    And ofcourse to everyone who keeps this game alive.
    bsp name of this map is UJE_horror_island

    2 downloads

       (0 reviews)

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    Updated

  4. graverob_b1 + waypoints

    can be playable all the times  and not only during Halloween
    Grave Robbery Beta 1
    A Multiplayer Map for Wolfenstein: Enemy Territory
    By CptnTriscuit & Sounds By Konigstiger
    Does anybody read these?
    I'll save the in-depth map description for the website:
    www.planetwolfenstein.com/battlefield
    Overview:
    The Allies must force their way into the deepest chambers of an ancient tomb and extract the Ank of AmunRah, a legendary artifact of terrible power!
    Allies Objectives:
    - Steal the Ank.
    - Secure the Ank.
    - Breach the Tomb Wall.
    - Breach the Tomb Floor.
    - Breach the Tunnel Grate.
    - Construct the Escape Ladder.
    - Construct a Command Post.
    Axis Objectives:
    - Thwart the Allies at every turn!
    Things Worth Noting:
    - The Tomb Floor Door can be opened and closed by a nearby Wheel.  The Axis will probably want this open, as the Tomb Floor will be easier to defend.
    - The Lower Crypt Door can be opened and closed by a nearby wheel.  The Axis will probably want this door shut to keep the Allies focused on the main chambers.  If the Allies claim the forward bunker, the Axis will probably want this door open, to allow easier access to the command post.
    - Each Team has a "Sneak Pad", which looks like the covert-ops class symbol.  These can be used by a covert-ops once every 30 seconds to warp deep behind enemy lines.  Use them carefully.
     
    CREDITS:
    KONIGSTIGER - http://www.konigstiger.com/index.php
    the sounds make the map ^^
    SOCK - http://www.planetquake.com/simland/                  
    uber thanks to Sock for his dotProduct Blending Terrain tutorial and example maps - even us idiots can understand ;)
    YDNAR - http://www.shaderlab.com
    q3map2 - alpha fade shaders
                               

    0 downloads

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  5. transylvania_beta2_fixed + waypoints

    Axis Objective Descriptions
    1    "Primary Objective:**Dont let them put the spike in dracula's heart"
    2    "Primary Objective:**Defend the entrance to the underworld"
    3    "Secondary Objective:**Destroy the main bridge"
    4    "Secondary Objective:**Destroy the allied command post"
    5    "Secondary Objective:**Construct the command post"
    6   "Primary Objective:**Destroy the footbridge"
    7   "Primary Objective:**Destroy the ramp"

    // Allied Objective Descriptions
    1    "Primary Objective:**Put the spike in dracula's heart"
    2    "Primary Objective:**Destroy the entrance to the underworld"
    3    "Secondary Objective:**Construct the main bridge"
    4    "Secondary Objective:**Construct the command post"
    5    "Secondary Objective:**Destroy the axis command post"
    6   "Primary Objective:**Construct the footbridge"
    7   "Primary Objective:**Construct the ramp"

    2 downloads

       (0 reviews)

    0 comments

    Updated

  6. target_spookyb2

    Oct 23 04' BETA 2 RELEASE: HAPPY HALLOWEEN! Wow! Ok, so here it is! There are an enormous amount of changes that have taken place in this deathmatch map. Many new custom models and some new hidden suprises as well! Hence the size of the file has grown to 12 megs! No new screenshots are being released as they would be spoilers to the changes in this map. Download the map to see the changes- sheeesh! LOL ^_^
    CHANGES: All new custom water texture. (I hated the original) This one I think is veeery cool. I'm proud of this one.
    New custom textures.
    Many new custom md3 models. I love to 3d model.
    New custom mixed sound files added.
    New atmosphere.
    New buildings added.
    New modifications to detail brushes and _gridsize to smooth out the flow.
    Your average "better fix this stuff".
    Please keep in mind that this is still a beta version of this map. So, if you see something- let me know. There are someminor scripting glitches that don't appear to be effecting anything in the map. This will be fixed later onto the next version after the Holiday.
    Also, can someone give me a quick 101 class on animating md3 files in ET? Like the simple rotate function. I'm in the rounds of creating ase files, but I don't have the time to impliment these files yet.
    Storyline: It's in the stormy dark hours of the night and evil is afoot. Both sides find themselves locked in mortal combat for the three rings of power. Three are for the good of all mankind and the other three are for its doom. The axis seek the three rings of doom to plunge the world into the abyss of evil. They already have stolen the three rings of good. Only the Allies stand in the way of the evil Axis thirst for evil. Will evil prevail?
    Type of map: ENEMY TERRITORY--> Multiplayer three objective deathmatch map(Both sides) - Medium size
    Whoever gets all three ring objectives first - wins. This is the objective of both sides

    Objectives:

    1. Secure your Stronghold

    2. Construct your invasion bridge

    3. Steel the three rings!

    4. Secure your three rings first!
     

    0 downloads

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  7. UJE_fueldump_hell

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from constructing and reinforcing a Bridge over the frozen river."
    2    "Primary Objective:**Prevent the Allied Tank from destroying the Tunnel Doors."
    3    "Primary Objective:**Disable the Allied Tank before it can blow open the Depot Gates."
    4    "Primary Objective:**Defend the Depot Fuel Dump."
    5    "Secondary Objective:**Defend the damaged Side Wall."
    6    "Secondary Objective:**Build your Command Post for improved charge times."
    7    "Secondary Objective:**Stop the Allies from constructing a Command Post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Construct and reinforce a Bridge over the frozen river."
    2    "Primary Objective:**Escort the Tank over the Bridge to destroy the Tunnel Doors."
    3    "Primary Objective:**Cover the Tank as it destroys the Axis Depot Gates."
    4    "Primary Objective:**Dynamite the Axis Fuel Dump."
    5    "Secondary Objective:**Escort the Tank to destroy the Side Wall to the rear of the Depot."
    6    "Secondary Objective:**Stop the Axis from constructing a Command Post."
    7    "Secondary Objective:**Build a Command Post for faster charge times."

    2 downloads

       (1 review)

    0 comments

    Updated

  8. UJE_skull_fight_b1

    [UJE]Skull fight
    Map changed by [UJE]Niek
    14-10-2018
    Halloween kinda map , set in a spooky ambience.
    Get the skull and score at the opposite side.
    ----------------
    More [UJE] maps:
    You can see the info about our other maps on our website
    -----------------
    [UJE]Clan site        www.ujeclan.com
    -----------------
    for campaigncycles the map is called UJE_skull_fight

    Credits
    My Credits always go to the people who keep the game alive
    also Kic for his treemodels
     

    2 downloads

       (0 reviews)

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  9. resurrection_final + skins + script

    Operation Resurrection (Final/Fixed)

    Made by peyote
    http://peyote.et.googlepages.com
    A fixed version of the map, the original contains buggy shader script, which can corrupt other maps and itself.
    A Skinpack changing Axis to Zombies, only in this map.

    Installation:

    Place the *.script into mapscripts folder on the server; and the *.pk3 into the mod folder.
    Works with, NoQuarter, Jaymod, Etpub, Etpro, and any other mod which supports etpro mapscripts.
    -----------
    PUR3MAP ARCHIVES OF AMERICA
    Please read IMPORTANT - Special instructions, Other instructions and :::note::: below to avoid problems
    ================================================================
    Title                   : Resurrection            
    Date                    : 1:35 PM 9/19/2003                                
    pk3 name        : resurrection.pk3
    Filename        : resurrection.bsp
    Author                  : Dan "RivrStyx" Dorn
    Email Address           : mailto:[email protected]
    Web            : http://www.planetquake.com/pur3maps
    Description             : MP or SW play for ET
                            
    **** IF YOU WANT TO REMOVE THE ZOMBIE SKINS GO TO YOUR ET/MAIN DIRECTORY AND MOVE OR DELETE THE Z_RESURRECTIONSKINS.PK3 (THE RESURRECTION.PK3 CONTAINING THE MAP IS SEPERATE) ****
     
    Additional Credits to   : id software and Splash Damage
    Beta testing:  Team-Resurrection ( http://www.team-resurrection.net)..... ND80 (http://www.nd80usa.net)
        Servers: The Resurrection 69.56.165.130:27961 and check out ND80s servers at above url
    Additional sounds: DetPak http://detpak.tripod.com
    Skins: RivrStyx
    ================================================================
    ========Campaign cycles added===========
    resurrectioncycle.cfg or choose in menu - (its just a 6 map resurrection campaign) /exec resurrectioncycle.cfg
    resurrectionfullcycle.cfg or choose in menu - (6 original maps with Resurrection being the final conflict to stop the axis soldiers before they become invincible) /exec resurrectionfullcycle.cfg
    *****Also it's recommended playing this map with 32bit color depth for visual effects if your system can handle it but not necessary. Will just look a whole lot better with less visual weirdness.
    Can set these in the menu:
    1. when game starts hit esc key...choose system
    2. Go down the list change COLOR DEPTH to 32bit and LIGHTING to lightmap(high), can leave TEXTURE QUALITY to 16bit as this only kills framerate and won't see much of a difference. Depending on video card you may not see any change in frame rate using lightmap and 32 bit color depth.
    3. choose accept (video will restart and will only take a sec til back in the game)

    ================================================================
    @@@@@@@@@ Other Instructions on file placement...etc @@@@@@@
    Unzip the mp_resurrection.zip file to your Return to EnemyTerritory/ETMain directory
    :::NOTE:::
    Zip files contain the normal map file called mp_resurrection.pk3 and also a skin pk3 called z_resurrectionskins.pk3.
    The z_resurrectionskins.pk3 will make the axis look like axis zombies/demons to add to the maps contents and atmosphere. The only fallback is they will still look this way on other maps because of the way RTCW is made. [If your on a server that doesn't have this file you won't have to worry about it as you will default to the regular axis skins]
    -----If the skins do show up on other maps and you want the regular skins back or have problems with them on map changes just remove z_resurrectionskins.pk3 file from your Return to castle Enemy Territory/ETmain derectory (or wherever you installed it) or move it to a seperate directory to save.----- Thats it but i recommend at least trying them for this map :)
    ******** Play Description ***********
    Operation: Resurrection
    BACKGROUND:
    The Nazi's as we have heard are doing human experiments to create super soldiers. Recently however, its been discovered the Nazi's are using the occult to further their mission for world dominance by performing passages from the book of the resurrection. Rituals if you will.
    A small allied force lead by LT. Joe Johnson was sent to gather more information on one, Alfred Kreiger, who is a Nazi Sympathizer and linked to practices in the occult. Information we received from Johnson has confirmed our suspicions. Kreiger has performed satanic rituals and has succeeded in resurrecting dead Nazi soldiers that feel no pain, no emotion, and have no mercy. They are the perfect killing machines. Kreiger has recently crossed over to the other side, suicide by his own creations. According to the book, Kreiger's death will allow him to move between realms and help make the transformation of the soldiers complete. They can be destroyed at this time, but one passage from the book is left that will make them invincible and must be done when certain circumstances are present. Unfortunately we don't know this information as we've lost contact with Johnson and his men.
    This was Johnson's last transmission:
    <Begin Transmission> "…We have entered the belly of the beast where life and death are one… The book holds the power … The last passage needs to be performed for the gates of hell to be opened permanently… God help us… It must be performed when…" <End transmission>
    No one from the group has been heard from since, but we do know from Johnson's last message that the book is the key.  Time is of the essence and you will be deployed immediately.
    --I know your thinking this can't be real. It seems unbelievable but in Johnson's words. "God help us"  if it's true. --

    MISSION:
        To infiltrate Kreiger mansion by raft and make way through front gate or other means available before the axis zombie soldiers become invincible. Extract "The Book of the Resurrection" that's located in the mausoleum on the rear mansion grounds. Exit through the main house back to front gate to raft.
    "
     *Primary Objectives -  1. Destroy Main Gate power to gain access to Kreiger.
                2. Steal Book of the Resurrection from Kreiger Mansion and make way to raft and escape to caves.
     
     *Secondary Objectives - 1. Capture flag in mansion room to advance.
                 2. Destroy secondary door for access into lower mansion. "This is a secondary entrance but cannot use to exit."
                 3. Destroy catacomb door for access into book room.
    Thx to Detpak for the some of the cool sounds in resurrection. http://detpak.tripod.com
    Some custom textures from Evil Lair http://www.planetquake.com/hfx/textures.html

    - Construction -
    Base                    : New level from scratch
    Editor(s) used          : Q3Radiant
    Known Bugs              : None.
    - Copyright / Permissions -
    This level is (c) 2003 Dan Dorn.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.  You may not mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may not Redo/reproduce/update this map in any way without permission from the author.
    ---------
    thx to:http://forums.jolt.co.uk/archive/index.php/t-195173.html
    here a copy of the page:
    jolt.co.uk public forums > game forums > return to castle wolfenstein > Mapping / Mods / Skins > Mapping > MP Forum B1 (download + comments here)
    PDA
    View Full Version : MP Forum B1 (download + comments here)
    Gerbil
    10-10-2003, 10:03 PM
    http://www.pcgamemods.com/2471/
    chavo one
    10-10-2003, 10:58 PM
    oops! This is in the mp_forum_b1 readme:
    Place MML_CHURCH_ET_V1.PK3 in your Enemy Territory's ETMAIN/ directory.
    Gerbil
    10-10-2003, 11:04 PM
    Oops, does it show where I nicked the README format from? :D
    Banzai
    12-10-2003, 2:06 AM
    Downloading to have a look right now :)

    Fantastic map Gerbil and team !
    Some great textures incorporated and great design .
    Water wheel brilliant.
    Gerbil
    12-10-2003, 8:48 PM
    OI SCDS_reyalP, remember the FPS bloke in the forum thread on SD? What are your thoughts on this?
    TBH I think he's bullshitting - just wanted to make people think I was incompetant regarding framerates after my rant against slow maps - I noted he's a fan of transmitter, so probably took it personally that I think it runs slower than a flick-book.
    But on the 1% chance he's not actually a pre-pubescent 'trouble-maker', any thoughts on what might cause framerate issues 'outside'? Yeah I know it's too general, he's obviously full of cack.
    On the downside, the file's at rtcwfiles.com, but dragonfly chose two of the most boring screenshots he could find - I wonder how much that'll affect the download rate? :( Much as I appreciate the effort RTCWFiles has gone to in the past, they've messed up my last few map hostings, so this was a bit of a bummer...
    Gerbil
    12-10-2003, 8:49 PM
    Oh and I'll be running the map on our clanserver as often as I can (IE when none of the rest of the clan is looking ;)).
    Uber1337.co.uk- GroundZero Public Server - 80.253.114.167:27960
    ratty redemption
    12-10-2003, 10:27 PM
    Gerbil, even if there are some areas with low fr found in the mp_forum map, isn`t the point that you`d try n fix them, where some other mappers wouldn`t bother as they`d possibly moved onto newer projects?
    its clear from your posts in the past that like me, you believe in quality and aren`t lazy in your work.
    so even if some player or other mapper was trying to discredit you, if they point out bugs you guys weren`t previously aware of, in the end they are inadvertently helping you improve your work ;)
    SCDS_reyalP
    13-10-2003, 12:39 AM
    Originally posted by Gerbil
    OI SCDS_reyalP, remember the FPS bloke in the forum thread on SD? What are your thoughts on this?

    I don't know. I get solid 76 FPS everywhere, on a athlon XP 1.4 with a 64meg GF2TI. OTOH, I have my settings turned way down so I stay over 30FPS on the official maps. 800x600x16.
    I would prod him for something more specific before dismissing him completely.
    *shrug*
    I did find a couple more minor issues. Standing at the far end of dottys section, I get massive z-fighting on the stained glass window. You are free to say '16 bit is unsupported, so feck off' but it shouldn't be hard to make it stick out a bit more, or get rid of some the texture behind it.
    Also this:
    http://www.cyberonic.net/~gdevault/rfm/mapstuff/mp_forum/texprob-1.jpg
    in my bit. Those used to be textures that seamlessly blended together. Now they are not. I suggest making it all one texture.
    Gerbil
    14-10-2003, 7:20 PM
    Bugger bugger bugger - sorry about the 16bit stuff, I'll change my settings and go through the map and fix 'em all - the window is an easy one - decals here we come (I lurve decals at the moment!).
    As for your section, I still need to get the sparkly fixes in for final, so I'll be sure to catch that too.
    As for the guy complaining about FPS - no-one else has complained, and extra bitdepth / detail etc wouldn't make any difference since according to him the common feature is 'outside'. Well, the sky is by no means more complicated than any other (skybox + 1 cloud layer). I did recall reading that some cards didn't support certain blend modes well at all, but the one I'm using is yer bog standard alpha one.
    Without more info I can't really say anything else on it - the fact he's not replied again kinda just makes me think he's bullshitting - certainly everyone after him has had nothing but glowing reports of the framerate, and indeed the map in general, although people get lost easily - which is kinda odd to me since it's a pretty basic grid-work pattern. Having said that of course, it has taken me over half a year to learn Chavo's bit properly, so maybe I shouldn't be too quick to judge, and I can still be left scratching me head in your (reyalP's) section on occasion too!
    grizzlybear
    14-10-2003, 9:15 PM
    gggggggggggggrrrrrrrrrrrrrrrrrrrrrrr
    cant connect to the clan server
    it sez it or me is running an incompatable version (press update if it appears on main menu)
    ive got autoupdate on :(
    is there any way i can revert back to the old version without a reinstall (gessing no)
    or
    are u updating the clan server soon ??
    gonna rename an reinstall cant wait to play ;)
    grrrrrrr
    ignore the above
    this is a misleading error msg aint it
    gessing the server is down and thats y im getting the msg DOH!!!!
    wanna play wanna play ;)
    Gerbil
    14-10-2003, 11:24 PM
    The server is updated, and isn't running any mod that I'm aware of.
    It sometimes swaps to RTCW for clan matches, but apart from that it's usually public (like now, except my crappy connection kept getting me kicked). Map / campaign voting is disabled, so I have to put me map on as ref, which I can only do in all fairness to the rest of the clan, when they aren't using it :(
    Gerbil
    16-10-2003, 1:10 AM
    BTW we've made file of the week at www.rtcwfiles.com.
    Helps a bit, and is basically a fringe-benefit of being hosted there :)
    Without the servers of course, it's not going to help too much, but I'll keep swapping mine over as I can :D
    chavo one
    31-10-2003, 6:57 PM
    Gerbil,
    Did you see this post by rivrstyx? I don't know what he's talking about, but he claims that mp_forum messes up other maps.
    http://www.forumplanet.com/planetwolfenstein/topic.asp?fid=6127&tid=1202194&p=2#12783470
    Gerbil
    31-10-2003, 8:35 PM
    Yeah he PM'ed me via SD forums.
    I've not had a chance to look into it yet, but will obviously do so before I release the final version (which will include the source).
    He posted the shader that's getting screwed (as far as I'm aware it's only one), and it's just plain strange - it has nothing at all to do with anything in MP forum.
    I'm going to have a peek at it very soon myself - I'd hate to think there's some shitty shader bug in ET to go along with all the other ones :/
    FYI here's the shader:
    textures/rivrstyx2/rivr_woodvfloor3
    {
    qer_editorimage textures/evil_1floors/woodvfloor3.tga
    surfaceparm woodsteps
    {
    map $lightmap
    rgbGen identity
    }
    {
    map textures/evil_1floors/woodvfloor3.tga
    blendFunc GL_DST_COLOR GL_ZERO
    rgbGen identity
    }
    }

    And some piccies:
    http://o2demos.hextroopers.com/hiroshima/res-tex-3.jpg
    http://o2demos.hextroopers.com/hiroshima/res-tex-2.jpg
    If anyone has any ideas, I'm all ears :D
    ambershee
    02-11-2003, 2:12 PM
    That is rather odd, and from what I see in the piccies is a missing texture file, or a shader pointing to a misspelt or missing texture file. I really can't say more than that - cos I doubt it's what it seems to be.
    How odd.
    Detoeni
    02-11-2003, 5:00 PM
    That's a wolf shader, for ET it should be:
    textures/rivrstyx2/rivr_woodvfloor3
    {
    qer_editorimage textures/evil_1floors/woodvfloor3.tga
    surfaceparm woodsteps
    implicitMap textures/evil_1floors/woodvfloor3.tga
    }
    As to why its making an issue, mmm odd.
    is "evil_1floors/woodvfloor3.tga" just in rivrstyx's map or is it from a custom texture pack?
    Gerbil
    13-11-2003, 5:20 PM
    ARRGH back from 2 weeks without internet.
    Downloading 1400 mails via 56k modem :/
    Anyway - the shader should be fine, even in 'old' format - the only thing that's slightly dodgy (to me) is that the shader path is not in the correct (IE same) shader script - IE it appears under:
    rivrstyx2 (from the shader name)
    but is actually in a different file (can't remember off top of me head).
    I seem to recall from RTCW there were sometimes issues with this - didn't ReyalP rather kindly sort out the old town_ shaders for RTCW precisely because of this issue?
    Only test I've done so far was in a clean install of ET, and yep just res and forum cause this.
    Next trick is to create my own minimal shader for the rivrstyx one and try doing some test maps to see what happens.
    Not that I've even touched ET in about 3 weeks - deadlines eh? :(
    SCDS_reyalP
    13-11-2003, 10:50 PM
    I seem to recall from RTCW there were sometimes issues with this - didn't ReyalP rather kindly sort out the old town_ shaders for RTCW precisely because of this issue?
    I thought those issues were only in the tools.
    That is very strange.
    Could he have some common type shader of the same area, which is normally invisible, but is somehow broken by mp_forum ?
    edit:
    Oh, load up styx map and look at fs_referencedlist to see if the engine thinks it is getting anything out of mp_forum.
    edit #2
    done.
    LOADING... graphics
    LOADING... maps/resurrection.bsp
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    stitched 16 LoD cracks
    ...loaded 15549 faces, 623 meshes, 574 trisurfs, 0 flares 0 foliage
    LOADING... entities
    ...
    ]\fs_re
    fs_referencedList
    fs_restrict =
    ]\fs_referencedList
    Referenced PK3 Names: etmain/resurrection etmain/pak0 etmain/mp_bin
    ]\condump res.txt
    Dumped console text to res.txt.

    Yet removing mp_forum clears up the problem. So my guess is some kind of overflow when the game looks through mp_forum.pk3, which leaves things corrupt when it gets to resurrection.
    q3map -info on mp_forum.bsp might tell us something.
    edit #3:
    One thing to look out for is paths which are too long. ISTR texture paths being limited to 64 chars or so.
    SCDS_reyalP
    13-11-2003, 11:15 PM
    E:\temp>c:\wolfdev\gtkradiant-1.3\q3map2 -game et -info maps\mp_forum_b1.bsp
    2.5.11
    1 threads
    Q3Map - v1.0r (c) 1999 Id Software Inc.
    Q3Map (ydnar) - v2.5.11
    GtkRadiant - v1.3.13 Nov 12 2003 16:00:32
    A well-oiled toaster oven
    VFS Init: ..//etmain/
    ---------------------------------
    maps\mp_forum_b1.bsp
    Abstracted BSP file components (*actual sizes may differ)
    92 models 3680
    216 shaders 15552
    12684 brushes 152208
    97742 brushsides 1172904 *
    0 fogs 0
    40488 planes 647808
    346 entdata 36802
    5161 nodes 185796
    5254 leafs 252192
    48484 leafsurfaces 193936
    20659 leafbrushes 82636
    27769 drawsurfaces 4109812 *
    194924 drawverts 15593920 *
    83226 drawindexes 332904
    -------
    readme.txt   8/28/02
    Added sounds by Det Pak
    Visit the Domain at http://detpak.tripod.com
    I would like to say thanks to Dan the man!! "RivrStyx" for letting me help out on this awesome map and listening to a few ideas to try out in it.
    Big Thanks to Subwolfer and Thor2 for testing and ideas.
      "I'll swallow your soul" wave is from the awesome horror movie "Army of Darkness" property of Universal Pictures..go buy it today!
     

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    Updated

  10. haunted_mansion

    Status: final
    Mapper: cyburk
    released: 18.01.2007
    contact: [email protected]
    website: www.cyburk.net
     
    Story:
    Axis Forces are very short on War Cash and have Stolen an Leprechauns Gold.
    Allied Captain O´Mealy is commanded to return the Gold befor the Axis
    can get away with it. Else a terrible curse will fall on his men and
    all Beer in the Country will be turned into vinegar!
     
    // Axis Objective Descriptions
    1. Prevent the Allies from constructing the Swamp Bridge."
    2. Prevent the Allies from destroying the Graveyard Gate"
    3. Dont let the Allies destroy the Altar."
    4. Defend the Crypt Entrance."
    5. Build your Command Post for improved charge times."
    6. Protect the Bedroom Door. The Gold is stored in the Bedroom!"
    7. Dont let the Allies Steal the Gold."
    8. Prevent the Allies from building the Assault Ramp.
    // Allied Objective Descriptions
    1. Construct the Swamp Bridge."
    2. Destroy the Graveyard Gate."
    3. Gain better access to the Forward Spawn by destroying the Altar."
    4. Blow the Crypt Entrance to secure the Forward Spawn"
    5. Build your Command Post for improved charge times."
    6. Destroy the Bedroom Door to get to the Gold."
    7. Bring back the Leprechauns Gold for Irelands sake!"
    8. Construct the Assault Ramp.
    // Textures:
    all extra textures made by myself and may be used by others if they like to.
    drop a mail or some credit if you want.
    // Sounds:
    thanks for the Leprechauns Movie Quotes to http://www.lepconnie.com/musiclep.html
    // Models:
    thanks 2 "oak" for the oak model http://www.planetquake.com/oakshiro/objects.htm
    modded Skeleton Models:
    thanks to "Gollum" for the skeletons
    thanks to Kevin Kolk aka Cyber for the other Skeleton http://www.accn.org/~kkolk/
    Original Base Model is copyright id Software, Inc.  You may use these models in your maps as long as you give
    me credit.  You may modify, edit, the models as much as you want.
    // Greetings and thanks go out 2:
    all people @ level-designer.de and Sonyfan of the Extreme Warhammer Server

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  11. casinorun_v12

    Casinorun Ver 1.1
    von Sternschubser 4/09
    http://home.arcor.de/thorundhammer
    // Axis Objective Descriptions

    1    "Primary Objective:**Bring the Bucks home.....!"

    2    "Primary Objective:**Dont let them bring the Bucks home.....!"

    3    "Primary Objective:**Hindere die Alliierten am Errichten eines Kommandopostens.*Keep Allies from establishing a Command Post."

    4    "Primary Objective:**Baue schnell einen Komandoposten!*Build the Command Post ASAP!"

    // Allied Objective Descriptions

    1    "Primary Objective:**Dont let them bring the Bucks home.....!"

    2    "Primary Objective:**Bring the Bucks home.....!"

    3    "Primary Objective:**Baue schnell einen Komandoposten!*Build the Command Post ASAP!"

    4    "Primary Objective:**Hindere die Axen am Errichten eines Kommandopostens.*Keep Axis from establishing a Command Post."

     

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  12. UJE_halloween_b3

    23-10-2016
    Map by [UJE]Niek
    Thought it was about time i made a halloween map for the community.
    It's an allied attack map with lot's of scary things in it.
    I hope you will enjoy this map.
    * Lot's scary stuff
    A big thanks for sage for scripting the monsters
    and Lorenz for making the spidermodel move
    // Axis Objective Descriptions

    1     "Primary Objective:**Keep controll over the House,and stop the futile Allied attack"

    2     "Primary Objective:**Defend the Ghosthouse Door."

    3     "Primary Objective:**Defend the Halloween Parts."

    4     "Primary Objective:**Stop the Allies from Stealing the Truck."

    5     "Primary Objective:**Stop Allies from constructing a Command Post."

    6     "Primary Objective:**Construct the Command Post."


     
    // Allied Objective Descriptions
    1     "Primary Objective:**Take controll over the Axis occupied house and push axis back to get easyer Access to the Objective"

    2     "Primary Objective:**Zombies reports say that Axis forces have their Prototype Halloween parts in this Ghosthouse, Blow the Ghosthouse door to get acess to the Objectives."

    3     "Primary Objective:**Steal the Halloween parts."

    4     "Primary Objective:**Steal the Truck and escape with the Halloween Parts."

    5     "Primary Objective:**Construct The Commandpost to get a extra Spawn."

    6     "Primary Objective:**Stop Axis from Constructing a Commandpost."

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  13. UJE_hells_gate_b2

    Author [UJE]Niek
    // Axis Objective Descriptions

    1     "Primary Objective:**Escort the tank past the first barrier!"

    2     "Primary Objective:**Escort the tank past the second barrier!"

    3     "Primary Objective:**Use the tank to blow the main gate!"

    4     "Primary Objective:**Build and open the gate to hell!"


     
    // Axis Objective Descriptions

    1     "Primary Objective:**Don't let the tank pass the first barrier!"

    2     "Primary Objective:**Don't let the tank pass the second barrier!"

    3     "Primary Objective:**Don't let the tank blow the main gate!"

    4     "Primary Objective:**Stop the Axis from opening the gate to hell!"

     

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