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etl_frostbite_v13 1.0.0

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About This File

'Frostbite, by Moonkey'
 March 2021
 Cedric 'keMoN' E.

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.


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

* 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)

* 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.)

* 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

•    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

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.

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.

What's New in Version 1.0.0   See changelog


No changelog available for this version.

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