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  1. etl_frostbite_v14

    'Frostbite, by Moonkey'
     June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Frostbite map created by Moonkey.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay even in a competitive environment.
    -----Changelog-----
    v14:
    * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
    * Adjusted position of inner courtyard truck. (TJ from hood of truck still possible)
    * Changed back cover on tunnel truck from green to grey to match rest of truck.
    * Fixed CP sounds playing in second round after /map_restart.
    * Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart.
    * Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options.
    * Adjusted various texture alignments.
    * Fixed caulked surfaces visible to the player at shelf in Allied spawn.
    * Changed bark texture of dead trees from temperate to winter.
    * Fixed invalid shader on rear faces of terrain brushes near transmitter.
    * Fixed incorrect use of skyshader at backside of two random brushes.
    * Added unique ids for spawn slots to prepare this feature.
    * Increased spawn slot count in garage to 32.
    * Fixed glass shader on trucks.

    v13:
    * Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
    * Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

    v12:
    * Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
    * Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
    * Improved lighting in balcony hallway at inner courtyard.
    * Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v11:
    * Adjusted lighting to increase performance.
    * Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
    * Increased supported playercount from 20vs20 to 32vs32.
    * Reduced volume of wind sounds to reduce distractions.
    * Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
    * Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
    * Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
    * Fixed missing shader for bush model. (Thank you Aciz for reporting.)
    * Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)

    v10:
    * Moved vent opening new side door for better alignment with surrounding textures
    * Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
    * Caulked surfaces not visible to the player
    * Changed floodlight colour to uniform white
    * Made previously impossible TJ possible again
    * Further opened terrain and world to simplify spectator and shoutcaster movement
    * Improved player collision to simplify movement (doorways, ceiling and transmitter building)
    * Generally improved lighting
    v9:
    •    Removed rogue clip at office entrance.
    •    Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
    •    Simplified collision of machines at side entrance.
    •    Added player clips to various shelves, pipes and doorways.
    •    Fixed one alarm speaker not being named correctly.
    •    Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
    •    Removed collision of blackboards.
    •    Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.
    to original:
    •    The player is now able to stop and revert Storage Wall movement by activating the button again.
    •    Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
    •    Structural mesh and VIS blocking has been improved
    •    Visual changes have been made
                            
    ALLIED OBJECTIVES:
    Primary: Steal the Supply Documents and transmit them back to Allied Command.
    Secondary: Destroy the Main Door into the Complex.
    Secondary: Breach the Storage Wall.
    Secondary: Dynamite the Service Door.
    Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
    Secondary: Establish a forward Command Post in the Upper Complex.
    AXIS OBJECTIVE:
    Primary: Stop the Allies from transmitting the Supply Documents.
    Secondary: Defend the Main Door.
    Secondary: Defend the Storage Wall from being breached.
    Secondary: Stop the Allies from destroying the Service Door.
    Secondary: Set up a Command Post inside the Transmitter Building.
    Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  2. etl_ice_v7

    Ice, by id software'
    June 2021
    Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
    This map is an overhaul of the original Ice map from ET created by id software.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v7:
    * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
    * Changed from Axial Projection to Brush Primitives.
    * Added unique ids for spawn slots to prepare this feature.
    * Adjusted various texture alignments.
    * Reduced number of verts and shaders in first valley.
    * Reworked forward flag functionality to prevent spawn glitch after /map_restart.
    * Added optional flag secure mechanic when Side Wall destroyed. (enabled by default)
    * Added optional health and ammo cabinets in southern tunnel. (diabled by default)
    * Removed Axis flag cm icon for Allied team as it was causing problems.
    * Adjusted colour of lighting in transmitter building to be less obnoxiously orange.
    * Fixed glass shader on trucks.

    v6:
    * Fixed side wall cm icon being upside down in vanilla ET due to incorrect field order in .tga. (Thank you Aciz for reporting)
    * Adjusted terrain clipping to be a bit less aggressive. (Thank you Aciz for reporting)
    * Removed common/slick at tunnel exits. (Thank you Aciz for reporting)
    * Improved lighting at Allied CP.
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v5:
    * Adjusted lighting and terrain blending to improve performance.
    * Increased playercount from 16vs16 to 32vs32.
    * Removed flag sound from guardtower.
    * Fixed CP sounds playing in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Fixed missing command map shader on forward bunker flag for Axis.
    * Fixed setstate error for non-existent entities.

    v4:
    •    Moved ceiling-mounted lights to be flush with ceiling
    •    Improved lighting
    v3:
    •    Improved VO announcements.
        -- As long as both Main Entrance and Side Wall are active VO is: "defend/destroy entrances".
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance".
        -- Added VO announcements for active map objectives when joining a team.
        -- Added VO announcements for the guardtower.
    •    Added base alarm when the main entrance gets destroyed.
    •    Added colour-coded guiding system intended to ease new players into the map.
    •    Added ambient sounds.
    •    Doors have been widened to allow for faster movement.
    •    Visual changes have been made.
    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    24 downloads

       (0 reviews)

    0 comments

    Updated

  3. etl_sp_delivery_v3 + waypoints

    good design but for guys having a poor connection will be hard to can download this map 42 mb from the server url ...
    "The Axis are temporarily storing a number of gold crates in a fortified storehouse while they await their transfer to a more secure location. Allies must first gain control of the storehouse by damaging the forward bunker's East and West Walls, then with their forward spawn secured they must escape with a number of gold crates using the Axis' very own cargo trucks for transportation.**Version 2**Original map by*Apple, GW, jump3r, eiM & Snake*Overhaul by Aciz"
    Axis Objective Descriptions
    1 "Secondary Objective:**Prevent the Allies from destroying the East Wall!"
    2 "Secondary Objective:**Prevent the Allies from destroying the West Wall!"
    3 "Secondary Objective:**Defend the Forward Bunker!"
    4 "Secondary Objective:**Prevent the Allies from stealing any of the Gold Crates stored inside the Vault!"
    5 "Secondary Objective:**Prevent the Allies from constructing the Loading Door Controls!"
    6 "Primary Objective:**Don't let the Allies escape with the first Gold Crate!"
    7 "Primary Objective:**Don't let the Allies escape with the second Gold Crate!"
     Allied Objective Descriptions
    1 "Secondary Objective:**Destroy the East Wall!"
    2 "Secondary Objective:**Destroy the West Wall!"
    3 "Secondary Objective:**Capture the Forward Bunker!"
    4 "Secondary Objective:**Break into the Axis Vault and steal the Gold!"
    5 "Secondary Objective:**Construct the Loading Door Controls!"
    6 "Primary Objective:**Get the first Gold Crate and secure it in a Truck!"
    7 "Primary Objective:**Get the second Gold Crate and secure it in a Truck!"

    31 downloads

       (0 reviews)

    0 comments

    Updated

  4. etl_supply_v2

    ET: Legacy 'Supply Depot, by ginc'
     December 2020
     Cedric 'keMoN' E.
    http://www.etlegacy.com
     
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    to v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    25 downloads

       (0 reviews)

    0 comments

    Updated

  5. etl_supply_v3

    we found a texture problem with silent mod
    January 2021
     Cedric 'keMoN' E.
    http://www.etlegacy.com
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v3:
    * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
    * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
    * Fixed gold crate support blocks visible through walls.
    * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
    * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
    * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
    * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
    * Fixed visible seams in terrain textures.
    * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
    * Fixed skyportal incorectly having sky shader instead of mountain.
    * Fixed flying rock next to east depot wall.
    * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)

    v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  6. etl_supply_v4

    textures problems with silent mod ... nothing in the console not sure if the map does not interfer with an other in the rotation
    Supply Depot, by ginc
    March 2021
    Cedric 'keMoN' E.
    http://www.etlegacy.com
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v4:
    * Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting)
    * Added satchel exploit fix for crane controls. (Thank you jobhh for reporting)
    * Add optional spawn cabinets. (Thank you Dmxj for requesting)
    * Fixed speaker pointing to incorrect sound file.

    v3:
    * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
    * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
    * Fixed gold crate support blocks visible through walls.
    * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
    * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
    * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
    * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
    * Fixed visible seams in terrain textures.
    * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
    * Fixed skyportal incorectly having sky shader instead of mountain.
    * Fixed flying rock next to east depot wall.
    * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)

    v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  7. etl_supply_v5

    'Supply Depot, by ginc'
     June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v5:
    * Fixed crane_sound (constructed controls) playing in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Changed and restructured assets to increase shared content across all overhauls.

    v4:
    * Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting)
    * Added satchel exploit fix for crane controls. (Thank you jobhh for reporting)
    * Add optional spawn cabinets. (Thank you Dmxj for requesting)
    * Fixed speaker pointing to incorrect sound file.

    v3:
    * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
    * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
    * Fixed gold crate support blocks visible through walls.
    * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
    * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
    * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
    * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
    * Fixed visible seams in terrain textures.
    * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
    * Fixed skyportal incorectly having sky shader instead of mountain.
    * Fixed flying rock next to east depot wall.
    * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)

    v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    16 downloads

       (0 reviews)

    0 comments

    Updated

  8. etl_warbell_v2 + waypoints

    Warbell, by McNite'
     November 2022
    Cedric 'kemon' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Warbell map from ET created by McNite.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    to original:
    •    Changed secret room dynamite objective in the Guardhouse to a generator dynamite objective that reveals a passage to the room behind.
    •    Guardhouse doors now open after generator is destroyed not after the lower gate is destroyed.
    ->    Flag secure is still tied to the lower gate.
    •    Added Voice Operator announcements.
    •    Extended sacrifice lightning to outside of the church roof for a near-global status indicator.
    •    Cleaned and stream-lined the entire playable area for faster and smoother movement.

    // AXIS
    Dynamite the Guardhouse gate.
    Destroy the Generator.
    Seize the 'Book of Death' holding ritual instructions.
    Place the 'Book of Death' on the Altar to enable the summoning ritual.
    Repair the mechanism of the ancient 'Warbell'.
    Toll the 'Warbell' to awaken Heinrich and sacrifice yourself in the light.
    Dynamite the Abbey Main Gate to gain access.
    Establish a Command Post.
    // ALLIES
    Defend the Guardhouse Gate.
    Defend the Generator.
    Don't let them take the 'Book of Death'.
    Prevent them from placing the 'Book of Death' on the Altar.
    Keep the mechanism of the ancient 'Warbell' disabled.
    Stop them from activating the 'Warbell'. Prevent mortal sacrifices to Heinrich at all cost.
    Defend the Abbey Main Gate.
    Stop them from establishing a Command Post.

    100 downloads

       (0 reviews)

    0 comments

    Updated

  9. euro2012

    edited from euro2008 fix by lordvirus to euro2012 :) enjoy play and have fun
    Dual map
    // Axis Objective Descriptions
    1    "^1Primary Objective:**^6Defend your ^1Axis Goal."
    2    "^1Primary Objective:**^6Steal the ^4Allied Ball then ^6try scroring goal."
    3    "^1Secondary Objective:**^2Construct the defensive ^1axis_MGs ^2to ^2increase your defense.."
    4    "^1Secondary Objective:**^2Prevent the ^4Allies team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your ^2from ^2increase your position with the ^2Command Post."
    // Allied Objective Descriptions
    1    "^4Primary Objective:**^6Steal the ^1Axis Ball then ^6try scroring goal."
    2    "^4Primary Objective:**^6Defend your ^4Allied Goal."
    3    "^4Secondary Objective:**^2Construct the defensive ^4Allied_MGs ^2to ^2increase your defense.."
    4    "^4Secondary Objective:**^2Prevent the ^1Axis team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your from ^2increase your position with a Command ^2Post."

    9 downloads

       (0 reviews)

    0 comments

    Updated

  10. exhumed_final

    // Axis Objective Descriptions
    1    "Destroy pyramid door with the tank."
    2    "Secure the mummie and the papyrus to truck."
    3    "Escape with the truck"
    // Allied Objective Descriptions
    1    "Protect the pyramid door and destroy the tank."
    2    "Protect the mummie and the papyrus."
    3    "Destroy the truck"

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  11. exhumed_finalfix2

    axis "Steal the tank, drive to the pyramid door, and use the tank to blow up that door! Then steal the mummie and the papyrus, and escape with the truck."
    allies "Do not let the Axis steal our tank, drive it to the pyramid door, and use the tank to blow up that door! Further, do not let the Axis steal the mummie and the papyrus, and take that to the truck!"

    neutral "The Allied Forces are defending their tank. The Axis plan to steal it, drive it to the pyramid door, and destroy that door. Inside the pyramide, there is a very important mummie and a papyrus. The Axis want to steal that and take it to the truck. The Allies must stop them!"


     
    // Axis Objective Descriptions

    1 "Steal the tank and destroy the pyramid door with the tank!"

    2 "Steal the mummie and the papyrus and deliver that to the truck!"

    3 "Escape with the truck!"
    // Allied Objective Descriptions

    1 "Protect the tank and the pyramid door!"

    2 "Protect the mummie and the papyrus inside the pyramide!"

    3 "Stop the truck!"

    29 downloads

       (0 reviews)

    0 comments

    Updated

  12. exodus_a4b

    Author          : Grzegorz "mlyn3k" Janicki                        
     E-mail & MSN    : [email protected]                         
    GG              : 1628139                           
        { Instalation }                               

    Just put exodus_a4b.pk3 to your etmain folder.          

       { Map Information }                         

     Game          : Wolfenstein: Enemy Territory           
     Title          : Exodus (Alpha 4)                    
     Filename      : exdous_a4b.pk3                   
     Bsp-name       : exodus_a4b                         
     Release date      : 2006-12-15                                

     Decription      : I fought with this map in Radiant to win more fps (there is no
                      fog f.e.).  The map don't  look  so  good like last  alpha 3
                version but amount of fps is more important than that..  :(  

     It is a spring of 1945. The end of war is soon. Germans must 
     withdraw their forces from cities- Russians are              
     counterattacking.                                           
    The Axis still need radio communications network so they must                             
     The Allies will have to reclaim the city and steal Parts of
    the Radio Transmitter located at higgest building in town:
    he Old Church.                             

     { Objectives     : Axis- 1. Don't let the Allies get The Flag! You must hold     }
     {                 this point of the city until reinforcements arrive!  }
     {                        2. Guard the Getto Wall! Don't let the Allies to blow   }
     {                 it up with dynamite! If they do that- the city will  }
     {                 be lost!                                             }
     {                      3. Prevent the Allies from destroying The Church Doors! }
     {                 They can't take their hands to Radio Transmitter!    }
     {                      4. Guard The Tower's Secret Entrance! Even a satchel    }
     {                 charge can destroy the seal!                         }
     {                         5. Don't let the Allies to steal The Radio Parts from   }
     {                 the church! If they do that the whole battle will    }
     {                           be lost!                                             }
     {                 6. Build The Command Post!                              }
     {                        7. Mind the weak wall. The Allies can blow it up!       }
     {                8. The Allies will be able to escape using The Sacristy }
     {                   Window if they destroy it's bars!                    }
     {                                                                                }
     {          : Allies- 1. Capture The Flag and hold this part of The City!   }
     {                   From this place it will be much more easy to get   }
     {                   to The Church.                                     }
     {                 2. Blow up The Getto Wall! If you do that The City    }
     {                   will be yours!                                     }
     {                 3. Destroy The Church Doors and get inside.           }
     {                4. Find and blow up The Tower's Secret Entrance to    }
     {                   The Church! You can use a satchel charge to break  }
     {                   the seal.                                          }
     {                5. Steal The Radio Transmitter Parts and take them to }
     {                           The Command Post!                                  }
     {                6. Build The Command Post!                            }
     {                7. You will be able to use this alternative entrance  }
     {                   if you blow up the weak wall.                      }
     {                8. Destroy The Sacristy Window bars and use new       }
     {                   escape way!                      }
     {                                              }
     { Program      : Radiant 1.4.0                          }
     { Compile machine: Intel Pentuim IV 3 Ghz, 1024mb                  }
     {                                          }
     {  Textures      : Standard + custom from www.planetquake.com/berneyboy      }
     {  Prefabs       : EB's spawn_exchange; Drakir's Ammo & Health boxes;            }
     {            Marko's Neutral Command Post; Sock's shader and few textures. }            

     {    { Special thanks }                      

     { Voythas - for great sky texture and levelshot!                                                

     { Testers:  Coristo, Dr3am, Kusak, Quba, T!M3X, marcin, !US*hx5_eVo, Zymo    

     { BerneyBoy - for tons of nice textures.      

     { EB, Drakir, Marko, Sock - for helpful tutorials and prefabs.     

     {    { Copyright / Permissions }                    
     { 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.     
    I fought with this map in Radiant to win more fps (there is no fog f.e.).
    The map don't look so good like last alpha 3
    version but amount of fps is more important than that.. 

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  13. eye_of_horus aka pha_horus

    MAP Name: EyE OF HORUS
    Game:     Enemy Territory
    Version:  Final
    Author:   FIESLING/RiFFLeR
    Website:  http://www.phaclan.com/
    Date:     September 1, 2007
    INSTALLATION INSTRUCTIONS
    Place pha_horus.pk3 inside the etmain folder in your game directory.
                                                                                                                                              
    MAP DESCRIPTION
    "Axis have assaulted an old Egypt pyramid to get an artifact seeking the help from Horus,
    an old Egyptian god. Allied mission is to steal this artifact and bring it back to New York
    for further analysis. Original Map by : Fiesling, ET Version By : ={PHA}=RiFFLeR / SCORPION, Brought to you by THE PHARAOHS WWW.PHACLAN.COM"
    Allied Objectives :
    1- Capture the Forward Spawn.
    2- Construct the Command Post.
    3- Destroy the Pyramid Entrances.
    4- Destroy the Tunnel Sealing and Entrance.
    5- Steal the Obelisk and Secure it in the truck
    6- Escort the Truck.
    Axis Objective :
    Prevent Allied from doing all this.
    MAPPER'S NOTE :
    This map is FPS Efficient everywhere.
    It has been heavily tested during 2 months on a 24 slots server. The gameplay is very balanced and the map is a lot of fun. you will not have time to get bored. Engineers and Covert ops are the most useful classes.
    Try it and you will not be disappointed.
    Credits
    Thanks to everyone at the splash damage forums, the best forums I've come
    across online. Thanks to splash damage for their great game and the great
    support that they provide to the mapping community.

    8 downloads

       (0 reviews)

    0 comments

    Updated

  14. z_etc_race_b1c

    briefing        "Steel the Gold and take it to your Carpet, first Team that reach the finish has won"

    16 downloads

       (0 reviews)

    0 comments

    Submitted

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