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kate

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Files posted by kate

  1. transmitter + script

    Release Date: 15-10-2004
    *Story:
    Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces.
    To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for local receivers.
    They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
    The Allies also have to rotate the Antenna towards their pirate sender.
    *Authors:
    heeen (until Beta2)
    MindLink
    thegnat
    *Creation time:
    AUG 2003 - OCT 2004
    *Compile times:
    BSP    - 206 seconds
    VIS     - 687 seconds
    LIGHT    - 11668 seconds

    *Contact:
    [email protected] or at the SD Forums (www.splashdamage.com)
    *INSTALLATION:
    trans_cm_icons_ETpro.pk3 goes to "/ETpro" folder
    transmitter.pk3    goes to "/etmain" folder

    *Objectives:
    ALLIES
    ------
    - Construct the Bridge.
    - Carry the Modification Kit to the Transmitter-Station inside the Castle complex.
    - Rearrange the Antenna towards our pirate sender.
    - Infiltrate through the Tunnel Grate.
    - Capture the Forward Hut from the Axis.
    - Destroy the Serpentine Barricade to secure the Forward Hut.
    - Stop the Axis from constructing a Command Post in the Forest Hut.
    AXIS
    ----
    - Prevent the Allies from building the Bridge.
    - Don't let the Allies carry the Modification Kit to the Transmitter.
    - Prevent the Allies from rearranging the Antenna towards their pirate sender.
    - Defend the Forward Hut from the Allies.
    - Defend the Serpentine Barricade from Allied sabotage attempts.
    - Stop the Allies from constructing a Command Post in the Forest Hut.
    *Comments:
    [IMPORTANT NOTE]
    Serveradmins might raise their HUNKMEG configuration. In some cases, the server may crash with custom maps. oO? Ours didn't.
    Hunkusage of Transmitter (may vary): 49.689.216 Byte (Client) 45.419.616 Byte (Server)
    [/IMPORTANT NOTE]
    This map is not built with competitive gaming in mind. Its built for public fun.
    So please, don't start moaning that it might be unbalanced. We tried to balance it as good as possible, providing alternative routes.
    IT'S NOT MADE FOR COMPETITION - USE AT YOUR OWN RISK! ;]
    *Credits:
    - n0lame Community for the massive testing since the Alpha-stage of the map 2003, especially nodgam. ;]
    - Sock, ydnar, digiBob for providing so much help and tips. Thank you guys! :]
    - Bloodstain for the cool Voice Overs - they rock! ;>
    - ForumDamage members for providing Beta feedback and some useful hints and tips
    - Tamara "Ophelia" Crossley ([email protected]) for the angel statue model
    - Robbie "Arcana" Powell ([email protected]) for the tombstone models
    - MrLego for the hint with the objective icon
    - evillair for the disclaimer ;)
    *Changes since Beta2:
    - Forest Hut spawn fixed (now available: 16 spawns for Allies when Commandpost constructed)
    - Forward Hut spawn is Allied only, when the Serpentine Barricade is destroyed
    - The raiseable Backdoor is now also destroyable with dynamite
    - Moved the Antenna Control Room from the top to the 1st floor
    - Added a small flag at the tower that indicates in which direction the Antenna is arranged (Axis/Allies)
    - Added a third route to the Antenna Controls (small rounded staircase at the back)
    - Added 10 second countdown when Allies accomplished both objectives to give Axis a piece of hope ;]
    - "One Man Show" at the Caveladder is a bit harder now. :] (:P+thx p0ny*)
    - Changed position of the Allied Castle MG42 to cover the small bridge and the Backgate
    - Added ruins in front of the castle to give Allies a bit more cover
    - Many details + look&feel stuff added/improved, new custom textures added

    *********************-DISCLAIMER-************************
    * This level may be electronically distributed only at  *
    * NO CHARGE to the recipient in its current state, MUST *
    * include this .txt file, and may NOT be modified IN    *
    * ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE   *
    * DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR  *
    * WRITTEN PERMISSION.                                   *

    39 downloads

       (1 review)

    0 comments

    Updated

  2. mlb_beach

    Installation:
    extract the PK3 using WINZIP, or WINRAR into your
    Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
    Territory\etmain)
    Run the game, and play.
    Beach - the making of:
    Conversion by Marko, Lowlife and Bob le Roux of the [FuN] Beach map (orgininally made by Marko)
    More information and screenshots available on http://marko.hd.free.fr
    Lefty - Custom Voices / GertH - Command map maker
    Sponsors:
    ----------------------------
    MLB is sponsored by X3M servers (http://www.x3mservers.net).

    Testing Team:
    --------------
    -7Co- guys: Burniole, Chef Chaudard, Tassin, Oui Oui, Blanchet, Gone, Pithiviers, Utopik, Capitaine Dumont
    [fP] guys: Kennie, Kat, Flak, Shynna, Lead, Dictator, Slayer, Viper, Global, Smudge
    [FUN] guys: Scott, Marty, Cedox, Capt Darling, Armistice, Hordak, Jaysi, SenecaWolf, Whatever, Choller (http://www.clan-fun.com)
    M8D guys: Dr. Stock, DukeRespawn, Jonon, Brentwood & Nephlim (http://www.m8d-clan.com)
    Logan, Chris-s, Lowlife, CrAzY-NuTTeR, Heirpie, Darkfire, KN1GHTMAR3, Humpty-Dumpty, LdysMn317, Siffer, SilverSurfer, S.S. PoNS, c0s7, CrazyMexican, Yhcir, Lethal Banana, Wakka, S-Fos Skalman, Bouncer & Mr Battery

    Map Description:
    -------------
    MLB_Beach is an upgrade of Marko's [FuN] Beach map. Lowlife ripped the entire terrain and remade
    it from scratch, adding a nice sandy beach texture in addition to smooth sea water with an opacity
    gradient. He also focused on altering structures to gain FPS on the beach landing section. Marko
    fixed a few bugs and focused on improving the gameplay on the last section of the map. Bob fixed
    the scripting bugs, mainly the command post one that was a flaw in fun beach final....
    MLB beach is a map designed for large scale carnage over the D Day Theme. Allies spawn on the left
    part of the map above in the landing crafts and have to fight their way up the beach.They have 2
    bunker doors that they can blast to enter the Axis beach base. Once in the enemy base, they can
    capture a forward spawn flag which will let them spawn closer the the first primry objective: a
    ventilation power generator. Breaching it will stop the fans from rotating and let the whole
    team infiltrate into the Axis back base. The last section of the map is a fight to destroy a
    radar located behind the beach defenses. Allies have several ways of getting up there and can
    capture a forward spawn area to increase their offensive power...
     

    17 downloads

       (1 review)

    0 comments

    Submitted

  3. mario_b3

    Have fun
    See the ReadMe.txt for more info
    Prefab made by stealth
     

    14 downloads

       (1 review)

    0 comments

    Submitted

  4. rommel_final

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the West Gate"

    2    "Primary Objective:**Protect the East Gate"

    3    "Primary Objective:**Protect the Key Card"

    4    "Primary Objective:**Deny access to the Cistern"

    5    "Primary Objective:**Protect Cistern Controls"

    6    "Secondary Objective:**Capture Forward Spawn"

    7    "Secondary Objective:**Construct Command Post"


     
    // Allied Objective Descriptions

    1   "Primary Objective:**Breach West Gate"

    2   "Primary Objective:**Breach East Gate"

    3   "Primary Objective:**Steal the Key Card"

    4   "Primary Objective:**Deliver Key Card to Cistern"

    5   "Primary Objective:**Destroy the Cistern Controls"

    6   "Secondary Objective:**Protect the Forward Spawn"

    7   "Secondary Objective:**Construct the Command Post"

    12 downloads

       (1 review)

    0 comments

    Submitted

  5. UJE_fueldump_cp

    This is an adjusted version of Fueldump. Because the map couldn't be played on no quarter.

    Ambient is changed to summer ,trees are replaced and alot of patch brushes are deleted. Also a door at the fueldump is added and commandpoast spawn is there.

     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."

    53 downloads

       (1 review)

    0 comments

    Updated

  6. 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!
     

    127 downloads

       (2 reviews)

    1 comment

    Updated

  7. legacy_v2.81.0

    2.81.0 - Incoming! (released 27/01/2023)
    Engine
    General
    Added cJSON 1.7.15 Updated libs to: curl 7.68.0 libpng 1.6.38 SDL 2.24.1 WolfSSL 5.5.3 zlib 1.2.13 Allow loading loose ttf/otf fonts in pure mode Fixed unfinished unicode encoding crashing clients Added entry point for additional system calls without breaking compatbility with other engines (from ETe) Added extension system to flash window Fixed precision in patch collide generation to avoid "MAX_PATCH_PLANES" errors (from q3e/ETe) Fixed net_port range by restricting it to RFC 793 specification Fixed Splash Screen as work around for SDL_GetWindowSurface not working properly Don't allow writeconfig to write configs called default.cfg, default_left.cfg or default_android.cfg Added platforms manifest to the generated mod pk3 Added support for JSON file parsing / writing Added fs_printOpen command to dump a list of all open files Allowed omitting default values from being written with writeconfig by specifying -nd or -no-defaults option Fixed IPV6
    Android
    Architecture armeabi-v7a is now completly removed thus old devices with this architecture will not be supported from now on Fixed issue with cutoff camera, app not being able to fill entire screen Raspberry PI
    Change architecture from armv7 to aarch64 and as from now we only support only this one Added building of the packgages/installers into our GitHub pipeline MacOS
    Fixes VM entry point for M1 processors by changing entry point from variadic to fixed parameters due to architecture differences Unix
    Windows
    Added x64 support Added message about how fix issue with game not being abble to create directories at freshly installed game (etc ...) due to Windows Security has Controlled folder access enabled Client
    General
    Added cl_extrapolationMargin with a default value of 1 and allowed range 0 to 10 to reduce the client latency due to incorrect serverTime values caused by automatic adjustments to serverTimeDelta on the client Fixed escape key not sending a char event which avoid closing UI menu properly Fixed console char set scaling when r_scale is used. (Only for vanilla renderer since it's the only one with r_scale anyway). Added cgame_restart commands for development purpose Added command completion support for cgame command Added the ISO keyboards nonUSBackslash key to the default console keys (for mac user) Made sure we only copy over the vanilla data from the glconfig struct Scaled ui mouse movement to match the window manager mouse movement Fixed [skipnotify] text on console print Added support for ttf ingame console fonts Added a new default console font (JetBrainsMono-SemiBold) and an icon font for the custom ET font icons Audio backend
    Fixed SDL2 sounds were played at incorrect range distance, which lead to heard sound closer or farther than expected. Fixed OpenAl incorrect ambient and entity sounds volume Fixed s_volume and s_alGain were not affecting volume on OpenAl Server
    Fixed sv_ipMaxClients cvar incorrectly limiting the total amount of clients allowed on server instead of max clients per IP Added sv_serverTimeReset cvar for resetting svs.time on map change to avoid various issues related to high server uptime Fixed a typo in an error message printed when client fails a www download Added sv_userInfoFloodProtect cvar to protect against userinfo flooding, so sv_floodProtect can be off and server can still be protected against user info flooding. Blocked connection from IP with engine temp bans (exclude ports to fix issue with clients changing net_port and reconnecting after a kick, circumventing temp ban) Added 2 digits for attacklog timestamps instead of 1 Added sv_protectLogInterval to control time in milliseconds between attack log entires (default 1000). Helps at keeping attack logs at reasonable sizes so they don't get spammed 100+ lines per second when someone runs server scanning Renderer
    Fixed wrong decal projectors being culled Mod
    General
    Added HUD editor in-game allowing player to fully customize HUD components (more info Customize HUD) Added editcomponent command allowing HUD customization with commands (more info Customize HUD) Fixed collision issues with prone causing players to get stuck on walls and being able to go through certain thin walls Adjusted prone head collision box size to match head size to smooth out crawling on uneven surfaces Fixed prone rotation being severly limited while proning on non-axial surfaces Extended g_pronedelay cvar with value 2 - clients can't prone for 850ms after jumping The cvar now acts as a bitmask value, so you can combine values 1 and 2 Fixed various graphical and camera bugs when rewinding demos Fixed head bbox having no collision when lean key was released, allowing it to clip through solids and use +activate in some scenarios Separated handling for class command on server side so we can have team command flood protected, but allow class commands to bypass flood protection Fixed dead players capturing flag Fixed ref command not working on dedicated server Changed map vote to 1 points for each vote in game type 6 GT_WOLF_MAPVOTE Fixed weapon charge getting reduced when underwater where weapon doesn't fire Added window flashing on game init and match starting Fixed g_corpses value to act as a boolean as it was initializing the body queue but not put any corpses to it by setting it to negative value Added option to visualize spawnpoints in the map with cg_drawSpawnpoints. Displays major spawnpoint name & number, and individual spawnpoints where players spawn Added func_fakebrush drawing with railbox when debugging by setting g_debugHitboxes func_fakebrush Swapped the check for PW_INVULNERABLE to be on the victim (the client getting shoved) rather than on the player doing the shove Moved to JSON format following files : weapon stats huds mapvoteinfo Removed cvar list after HUD rework : cg_althudflags, cg_chatalpha, cg_chatBackgroundAlpha, cg_chatflags, cg_chatLineWidth, cg_chatScale, cg_chatShadow, cg_chatY, cg_chatX, cg_complaintPopUp , cg_crosshairAlphaAlt, cg_crosshairColorAlt , cg_crosshairAlpha, cg_crosshairColor, cg_crosshairHealth, cg_crosshairPulse, cg_crosshairSize, cg_crosshairX, cg_crosshairY, cg_cursorHints, cg_descriptiveText, cg_drawBuddies, cg_drawCompass, cg_drawCompassIcons, cg_drawCrosshairInfo, cg_drawCrosshairNames, cg_drawFireteamOverlay, cg_drawFPS, cg_drawPing, cg_drawReinforcementTime, cg_drawRoundTimer, cg_drawSnapshot, cg_drawSmallPopupIcons, cg_drawSpreadScale, cg_drawspeed, cg_drawTime, cg_drawWeaponIconFlash , cg_fireteamAlpha, cg_fireteamBgAlpha, cg_fireteamlatchedclass, cg_fireteamLocationAlign, cg_fontScaleCN, cg_fontScaleCP, cg_fontScaleTP, cg_graphicObituaries, cg_healthDynamicColor, cg_lagometer, cg_popupBigFilter, cg_popupFilter, cg_popupShadow, cg_shoutcastDrawMinimap Fixed scores command showing followed players xp counts in stopwatch game mode Added missing commands to gamecommand list Added player shove events in server log Shove: <attacker> <victim> Stability & Performance
    Fixed a bug in antiwarp code that caused players to warp when they had no user input but still had velocity Bots are no longer antiwarped Fixed incorrect shader count for blacksmokeanimb causing error upon shader registering Fixed game pause behaviour wasn't consistent on various game elements Reduced LAG_MAX_DELTA from 75 to 25 to smooth out lagging players Fixed stamina prediction Fixed STAT_ANTIWARP_DELAY causing full predictions to run when it's just display information. Fixed STAT_AIRLEFT prediction Fixed grenadeTimeLeft firing prediction Fixed bobcycle not being in sync between client/server in some cases which causes client to miss predict footsteps. Fixed crashland prediction (event EV_FALL*) Fixed artillery prediction (weaponTime and event) Fixed nofatigue prediction Fixed viewheight calculation for other leaning players, which caused leaning to be invisible to others depending on your location in the map Fixed time played being counted during pause Fixed free fireteams initalization producing runtime errors Fixed rotation of smoke particles framerate dependency Fixed potential crash in trigger_multiple activation Fixed pmove_fixed 1 with g_antiwarp 1 and cg_optimizePrediction 1 Audio
    Fixed missing hitsound when players reach lower health than FORCE_LIMBO_HEALTH without getting gibbed, causing the next hit that will gib them to not play the hitsound Graphics
    Fixed incorrect timings for voice chat sprites staying twice as long as expected Medic and ammo request voice chat sprites are now cleared when client spawns/is revived (medic sprite only) Changed cg_shadows cvar default value from 1 to 0 and changed Normal graphics preset to have shadows disabled, due to unreasonable performance penalty they cause compared to the visual improvement Fixed voice chat icons were not drawn if a player had cg_voiceChats 0 Added back granular bobbing control Changed cg_bobbing cvar from 1 to 0 Allowed changing cg_swingSpeed when cheats are disabled from range 0.1 to 0.3 UI
    Minimap icons in cg_drawCompass 2 are now positioned along the edges of the map following the same viewangle-based logic as regular compass Fixed incorrect levelshot in mapvote menu displaying for maps which client hadn't downloaded Fixed preset_high_ui.cfg automatically executing when entering system settings menu +stats display in Stopwatch mode after 2nd round now shows stats from the match all they way up until a new game is started Fixed drawing of several cursorhints, eliminating unwanted lines due to the texture not being aligned properly Increased (doubled) UI memory pool size for x64 architecture, fixing cases where UI would run out of memory on x64 but run fine on x86 due to different pointer sizes Added cg_customFont1/2 cvars to change fonts Added listfonts command to list available fonts, which includes "documentation" on usage Allowed executing regular binds from UI by holding down left/right shift Fixed env awareness and compass showing enemy item objective Changed bitmask values for cg_drawCompassIcons and cg_drawEnvAwareness cvars: 0 disabled 1 item flags objectives 2 Secondary objectives 4 Primary objectives Fixed crosshairnames showing at the place where respawning teammate died Fixed limbopanel roll animation Changed map vote selection in debriefing with game type 6 GT_WOLF_MAPVOTE by using Checbox side by side with map name Selecting map and click one more time to toogle the map vote Changed voice chat icon for Fire In The Hole from blue color to orange Fixed team chat flag wasn't drawing correct team Added fall down icon for MOD_FALLING obituary Improved text readability by scaling text shadow/outline based off text size Added shadowed text for demo list Prevent unwanted script execution binding by pressing shift key alone (K_LSHIFT and K_RSHIFT) from UI menu Limit the bindings that are allowed to be executed from UI menu and do not allow +/- actions or vstr that can contain those Removed ui_browserOssFilter cvar Added ui_disableOssFilter cvar for filtering server list depending of supported mod by OS Added center print text for letting know medic who they just revived Enhanced map vote windows on map vote game type by adding map popularity and history of last 333 played maps Changed vote points from map vote game type from 1, 2, 3 points to a unique 1 point per vote. Added semitransparent color for fireteam weapon that is not updated Added red font to teamkill cp message to easily identify it and avoid abusing it by changing player color
    Weapons
    Fixed zoom level for FG42 changing to incorrect value when trying to zoom in/out Increased maximum zoom out level for scoped K43/Garand and binoculars from 20 to 32 cg_zoomDefaultSniper cvar is now capped within this range (32-4) Knife backstabs now ignore both target and attacker view pitch, which previously caused backstabs to fail if the target was looking up/down too much Fixed flamethrower flame animation not showing if the animation started in solid Increased FG42 scoped recoil pitch Fixed alt weapon switch bug/exploit by not allowing switch till we have switched to selected weapon Fixed selected weapon at spawn/respawn Fixed explosion hit registration being inconsistent by sorting players depending of distance from the explosion origin in ascending order Fixed corpses blocking flamethrower hit registration Fixed allies riflenade impact sound volume (from 64 to 127) & radius (from 1.5 to 64) Fixed calling artillery was playing gun shot sound in some cases Fixed pliers hint and usage priority near TOI Fixed arty/airstrike bombs potentially spawning indoors Fixed missile collision issues with skyboxes Fixed (reduced) charge time when dropping grenades on death Reduced speed from 127 to 80 (crouch speed) while player use scoped weapon and standing Added back unscoping weapon while in air more than 250 ms, allowing player to walk on slope and stair without getting unscoped

    26 downloads

       (1 review)

    0 comments

    Updated

  8. UJE_schwarzwald_b2

    Author:            -)A(-WuTang**
    About:
    Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.
    Story:
    Information about advanced progress of Axis in the Rocketbomb research were true.
    Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
    Objectives:
        Allies:
            Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
            Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
            Primary Objective: Bring all four Explosion Materials to the Rocket.
            Primary Objective: Build the Detonator to blow up the Rocket Base.
            Primary Objective: Blow up the Rocket Base using the constructed Detonator.
            
                Secondary Objective: Do not let Axis construct the Tank Barrier.
                Secondary Objective: Construct the Command Post to take partial control over the tunnels.
            
        Axis:
            Primary Objective: Prevent Allies from completing their objective.
            
                Secondary Objective: Construct the Tank Barrier.
                Secondary Objective: Construct the Command Post.
    Programs used:
        GTKRadiant 1.5
        Notepad++
        Adobe Photoshop CC2017
        Blender 2.79
        MilkShape 3D
        Audacity
    Credits & such:
    Textures:     dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
                Missing images to original ET shaders were found in custom packs..
                Other than that, textures were downloaded for free, or made by me.
                    Websites:   https://www.textures.com/
                               http://texturer.com/
                               http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
        
    Models:    Rocketbomb, trees and foliage models - made by me.
            Big dynamite - made by MLB guys.
    Sounds:    Sounds included in pk3 are made out of ET original sounds.
                    
    You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too.
    Thanks to C from UJE Clan for their tank generator.
                    
    Special thanks for help and feedback:
    Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others.
    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.
    This will change after map source file will be released to public.

    23 downloads

       (1 review)

    0 comments

    Submitted

  9. fueldump_reverse_b3

    March 2021 (Yeah, we are still making ET maps )

     Title        : fueldump_reverse_b3      
    file Name    : fueldump_reverse_b3.bsp
    Version    : beta 1 (purely a test map)

    Author    : Teuthis
     email        : [email protected]
    changes from from _b1:
    - Depotfence now needs to be destroyed by dynamite
    - Depotfence construction crates disappear as soon as tank is captured
    - Depotarea where tank uis has now a teamdoor for axis
    - Depot has two new team doors into the tunnel
    - Tank spline issues have been fixed
    - Tank goes now 20% slower in the depot area
    ***tank issue fixed****

    Storyline
    The Axis are hiding a stolen allied tank in the Fueldump Fortress to get information on the allied tank technology and weapon strenghts. Allied headquarter is planning a massive airstrike to destroy the Fueldump area. Allies must steal the tank and escort it out of the area before the allied airstrike kicks in.
     Story short and punchy:
     Allies are trying to steal their tank back and to escort it out of the area
    ____
    Objectives:..
      Allies:..
        1:..Dynamite the Depotgate
        2:..Steal the tank
        3:..Destroy the Tunneldoor
        4:..Escort the tank over the bridge
        5:..Destroy the Escapedoor to leave the area
      Secondary objectives
      - Destroy the Depot side entrance
      - Built the command post
      - Destroy the Axis command post command post
        Allies:..
             1:..Prevent the Allies from destrocing the Depotgate
             2:..Prevent the Allies from stealing the tank
             3:..Prevent the Allies from destroying the Tunneldoor
             4:..Prevent the Allies from escort the tank over the bridge
             5:..Prevent the Allies from destroying the Escapedoor
           Secondary objectives
     
      - Prevent the Allies from destroying the side entrance   
      - Built the command post
      - Destroy Allied command post command post

    Miscellania:..
         :..build time   : a bit more than 3 weeks

    Credits
             :..most importantly teh folks making fueldump. great map!    
            :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
            :..for technical support Niger, Aciz, Kemon, Thunder, Mateos
            :..Motörhead from Wolffiles for the idea with stealing the tank (lovely idea)
     Noteworthy:…...

       :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all.

    Copyright  :..
               :..Copyright (c) 2021 by id software
              :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map.

     Permissions:..You may not include or distribute this map in any sort of commercial product.
                :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.

    Last note from Teuthis
              
            :..as with all maps from me, this map is free of Nazi symbols. The world is a better place without those symbols.
    so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
     

    20 downloads

       (1 review)

    0 comments

    Submitted

  10. supergoldrush_final

    map crashing server >> message gamechars exceeded
     
    goldrush made by SplashDamage/ID Software/Activision and only MODIFIED by NullZilla. I take no credit for making this map I have only modified some of it for FuN play!!
     Email = [email protected]
    All new (non ET) textures/shaders (except the goldbar texture) I have made. If you want to use them just give me credit and you can.
    What's new in this version (SuperGoldrush_Final, the prettier version):
    • The starting time limit is now 8 minutes. When the Allies steal the tank, the time limit will be extended to 20 minutes. When the tank gets past the first barrier, the time will be extended to 25 minutes. When the tank gets into the bank courtyard, the time limit will be extended to 30 minutes.  This makes it for the Allies have to steal the tank quickly, but once they get it in the courtyard they have much more time to get the gold.
    • Tons of things are now buttons you can press, and something (funny) will happen. See something that is by itself, or something that catches the eye? Try going up to it and pressing activate. Something might happen!
    • Allies can flood the bank by pressing a button in the "Control Room". They can only press this button every 2 minutes. Flooding the bank will kill most people inside. Although this will kill people inside, while the bank is flooding no one can get into the bank. So use it when the time is right. Only Allies can press this button.
    • Allies OR Axis can kill people in the bank entrance by pressing a button in the "Control Room". This will make a few spikes drop down from the ceiling killing anyone in their path. This button can only be pressed every 60 seconds.
    • Improved lighting
    • New textures in a few places
    • You can now plant landmines on the bridge.
    • There is now a room up high I now dub "the control room". Inside is a table and when you press a button a few special things will spawn on the table. There is also monitors there showing different parts of the bank. Also there are now buttons there that activate traps in the bank and you can see the traps in the monitors. (Great Fun!!)
    • Most chicks taken out due to request by a few servers that wanted to run the map. In place of them are either new passages or new pictures.
    • Easier to get inside the bridge
    • MG nest by the 2nd tank barrier has been re-made
    • A few buildings taken out
    • Even MORE rooms and paths
    • All bugs fixed (I Hope, since this if the final version and I won't be able to fix any after this)
    • Tons of  useless "decorative" structures removed to speed up compile time and to better FPS.
    • Tons of stuff now caulked, even more caulk then the original goldrush so FPS *should* be better.
    • Almost every clip (prevents people from walking or flying somewhere) removed; except for ones that are nessesary, like on stairs. This will allow you to go almost anywhere you desire but the downside is if you go up too high you will see much of the map invisible due to caulking.
    • I included the .map file in the pk3 if you want to see how anything is done. I thought, well if the original goldrush is going to be open source then why not SuperGoldrush? Feel free to use anything I made in it as long as you give me credit in your readme (like I am giving credit to people).
    Known Bugs:
    • There are a few spots in which the FPS rate drops low. I have tried everything possible and no matter what I do this is not fixed.  
    • In one of the hidden underground tunnels, there is a spot that has a hall-of-mirrors effect. I have no clue what the heck is causing it. There is nothing there at all except what should be there.
    • When the bank is flooding, if you are behind the bank and look up you can see the water rising into the air. LOL.
    • When you flood the bank the announcer says the bank is flooding TWICE. Don't know why it does this it should only play once.
    What was new in the previous version (SuperGoldrush2, the funner version):
    • That middle tower thing is now hollow on the inside and you can climb up it.
    • New spiral stairs in the bank
    • New air vent in bank
    • More tunnels with a few surprises ;)
    • A teleporter somewhere in the caves in a hard to get to spot that teleports your right behind the bank.
    • Many more rooms and paths
    • A few bugs fixed
    • New Lights in some of the darker rooms
    • An even more efficient map which will give you lower FPS then even the original goldrush :D
    • Better lighting even more then the original goldrush :)
    • Slightly more efficient scripting here and there
    • More realistic placing of the ambient music in the map (pvs)
    • Allies can dynamite a "back door" in the bank to get the crates and escape easier.
    • After truck reaches final spot game waits a few more seconds then normal before ending.
    • New sniping spots
    • You can get INSIDE the bridge and shoot from there.
    • Random decor here and there.
    • New underground tunnels
    • Even more stuff I can't think of right now :(
    What was new in the first version (SuperGoldrush, the fun version):
    • More rooms than original goldrush
    • Some clips removed
    • Better lighting
    • Some fun things like "you are an idiot."
    • New paths
    • Underground tunnels.
    Hints, Tips Tricks, and more:
    • The "Back Door" in the bank can be dynamited from the inside by allies. And the bank can be flooded by allies by pushing a button.
    • People say Oh great just what goldrush needs, more MGs for axis. This map maker is a moron. But little does this idiot know, the allies can use these MGs as well ;).  Infact the new MG near the original axis spawn is useful for raping the axis as they come out of their spawn. Also to stop axis from getting to the tank allowing allies to repair it.
    • Second balcony on bank does make getting the gold harder. This is why I made a back door the allies can dynamite to get the gold easier and escaping easier. Though some may argue dynamiting this door will even be harder then just grabbing the gold and running, what it does do is distracts the axis's attention from the gold. While they are disarming the dynamite, grab the gold, and vice versa.
    • The new up-high sniping ledges are there for a reason. Use them.
    • Crouch and get into a window and shoot from there. Chances are the enemy won't see you, and even if they do it will be too late.
    • Somewhere in the tunnels there is a teleporter that will teleport you right behind the bank. Though this does come at a cost as getting to that teleporter you will be injured. So Guess what, there is health and ammo cabinets right by the bank. Use them.
    • Explore the map before playing seriously. There are so many new camping spots like in the tall tower. It's there for a reason, use it!
    • MGs can be damaged with bullets and even a knife. Is that second MG making getting to the tank hard Shoot it (with the tank's turret) and make 'er smoke!
    • USE THE NEW PATHS!
    FAQ:

    Q Why did you make a SuperGoldrush map
    A Well I'm a big goldrush fan. I like the map. I really hated how you couldn't get on the second floor of the bank, and the  dev's putting clip brushes in dumb spots like on the middle tower thing. So I thought, hmm why not expand a few things.  Like more rooms, a few more MGs, more health cabinets where I think they are needed, and more. Originally this map was just a private map for my clan for us to play on (hence those posters in a few rooms which have members' names on them). I never expected it to be leaked to the public and submitted to various map sites!
    Q I really like the shaking effect your screen does in **EDITED** spot. How was this accomplished
    A With a  target_rumble. I included the .map file in the pk3 if you want to see how anything is done. .maps open with gtkradiant/qeradiant
    Thanks to
    • Drakir.tk for the healthammo cabinet prefab. Not that I couldn't make one myself, it's just much quicker to load a prefab rather then creating multiple trigger brushes and models ;)
    • Hummer for the gold bars prefab. Again not that it is hard to make square objects colored gold, it's just so much quicker with a few clicks of the mouse to load a prefab up. I really liked hummer's gold texture anyway. ;)
    • Bubba for the  Shiva (which I heavily modified)
    • SplashDamage/ID Software/Activision for the original goldrush in which I only modified and take no credit for.
     
     

    11 downloads

       (1 review)

    0 comments

    Updated

  11. lp_cellout.

    Kill opponents to send them to jail. Free teammates locked in their cell

    15 downloads

       (1 review)

    0 comments

    Updated

  12. dam_revengev2

    This is a map conversion*of mp_dam originally de-*signed for RTCW by SD.*Please read the included*readme.txt** Tardis
    Briefing:**Axis forces are attempting to re-capture the Bramburg Dam . Axis forces have to make there way through the Allied Defences, blow up the main doors and repair the Generator and Escape with the Documents, Allies must prevent this from happening!"
    Axis Objective Descriptions
    1    "Primary Objective:**The Tank must be stolen in order to blow open the doors of the Dam to get to the Allied Documents secured within."
    2    "Primary Objective:**Blow Dam door."
    3    "Primary Objective:**Blow Big door."
    4    "Primary Objective:**Steal The Documents."
    5    "Primary Objective:**Repair the Generator"
    6    "Primary Objective:**Escape with the Documents."
    7    "Primary Objective:**Blow Pressure Pipes."
    8    "Secondary Objective:**Build Command post."
    // Allied Objective Descriptions
    1    "Primary Objective:**The Tank must be stopped from reaching the Dam and allowing the Axis to gain entry to the Dam."
    2    "Primary Objective:**Prevent the Axis from using the Tank to blow open the Dam doors"
    3    "Primary Objective:**Prevent the Axis from using the Tank to blow open the Big doors"
    4    "Primary Objective:**Prevent the Axis Stealing The Documents."
    5    "Primary Objective:**Destroy the Generator"
    6    "Primary Objective:**Prevent the Axis Escaping with the Documents."
    7    "Primary Objective:**Prevent the Axis from Destroying Pressure Pipes."
    8    "Secondary Objective:**Build Command post."
     

    17 downloads

       (1 review)

    0 comments

    Submitted

  13. v2_factory

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from building the Pontoon Bridge."
    2    "Primary Objective:**Stop the Truck from reaching the Ammo Depot."
    3    "Primary Objective:**Prevent the Allies from building their Command Post to retain the Forward Spawn."
    4    "Primary Objective:**Protect the Factory and build a V-2."
    5    "Primary Objective:**Build the Train Bridge."
    6    "Primary Objective:**Escort the Train to the V-2 Forward Launch Area."
    7    "Secondary Objective:**Protect the V-2 Launch Door."
    8    "Secondary Objective:**Clear the Train Tunnel of rubble."
     Allied Objective Descriptions
    1    "Primary Objective:**Build the Pontoon Bridge and escort the Truck across the River."
    2    "Primary Objective:**Escort the Truck to the Ammo Depot and deliver the Command Post parts."
    3    "Primary Objective:**Build the Command Post and capture the Forward Spawn."
    4    "Primary Objective:**Prevent the construction of a V-2 by damaging the Factory machines."
    5    "Primary Objective:**Prevent the Axis from constructing the Train Bridge."
    6    "Primary Objective:**Stop the Train from delivering the V-2 to the Forward Launch Area."
    7    "Secondary Objective:**Destroy the V-2 Launch Door to open another entrance to the V-2 Factory."
    8    "Secondary Objective:**Block the Train Tunnel by collapsing the Roof."

    8 downloads

       (1 review)

    0 comments

    Submitted

  14. villa_france_beta1

    Large map
    Author        : Hitman007
    Email address    : [email protected]
    Webpage        : http://www.hitman007.tk ( site closed )
                     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Villa_france
    Filename    : Villa_france_beta1.pk3
    Campname        : villa_france_beta1
    Max Players     : 60
    Release date    : 8/12/2004
    Decription    : The allies need secret documents OSA
    Final Build time: 3 weeks.
    Compile time    : 1:30 hrs/min
    Compile machine    : AMD AtholnXP 2200 1.8, 512MB
    Installation    : Place the villa_france_beta1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map villa_france_beta1.
    Textures    : 42 new textures for the moment
    Sounds        : 1 new sounds.
    Models        : 0 new model.
    * Special thanks:

    Drakir: www.drakir.tk For all help in forums and Sourcemaps
    MarkoForums: All tanks-- http://swat-clan.com/marko/forums/index.php (site closed)
    Elmapper ET: www.mapperet.tk //Mapping in spanish
    Credits, Erik-FTN: Tanks For script help and Big12.map//-- http://user.tninet.se/~fzo823r
    Goldrush:-- For source map ^^
    PGRCLAN: Tanks Clan
     TANKS ALL :)
    LIBERATION OF THE .MAP IN 1 MONTH        -
    MAP BY HITMAN007 www.hitman007.tk        -
    VILLA_FRANCE_FINAL              -
    __________
    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Artyllery Gun1"
    2    "Primary Objective:**Defend The artyllery Gun2."
    3    "Primary Objective:**Defend wall."
    4    "Primary Objective:**Build Command Post aT bunker house."
    5    "Primary Objective:**Defend the Documents."
    6    "Primary Objective:**Dont let them escape with the Secret OSA documents."
    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Artyllery Gun2."
    2    "Primary Objective:**Build Command Post aT bunker house."
    3    "Primary Objective:**"
    4    "Primary Objective:**Capture documents in the bunker."
    5    "Primary Objective:**Secure Documents in bunker house"
    6    "Primary Objective:**"

    47 downloads

       (1 review)

    0 comments

    Updated

  15. heli_m3_b3_fixed2 + waypoints

    Hint from ETS Cyberwolf
    helpful hint
    How to get to the first gate \ spawn flag building & avoid the artillery and landmines
    1. use the upper level on left side of the drive way jump to middle level of spawn flag / first gate building
    If your human keep the flag and the bots will destroy the first gate.
    2. FLAG GATE DESTROYED = use upper right level, stay on right side go around barriers and across the bridge and down to the bunker door to plant dyno before the truck or AXIS GUARDS gets there. hopefully!
    Map Maker: Predator and Bivif
    Email Address: [email protected]
    ICQ/MSN/Yahoo: [email protected]
    Clan Site: http://etromania.forumotion.com
    Map Information
    Game: ENEMY TERRITORY
    Title: FalX Document Base
    Filename: heli_m3_b3.pk3
    Version: beta 3
    Release date: 26/08/2012
    Decription: Helicopter Assault M3 is the third and last campaign mission. Allies succesfully secured the gold and they try to find a way to escape. A solution for them is to cross the escape tunnel but Axis will reserve for them other plans. Atention, Axis prepared for them a trap! ^7BETA3
    Players: Map designed for 5-20 players
    Installation: Place the heli_m3_b3.pk3 into your etmain folder,
    select it from the multiplayer->create server menu or
    bring down the console and type: map heli_m3_b3
    Omnibot 0.8 support added
    Objectives
    Allies:
    Escort the truck!
    Capture the forward bunker!
    Destroy the entrances!
    Construct the command post!
    Construct the gate control!
    Secure the gold into the helicopter!
    Axis:
    Defend the flag!
    Defend the entrances!
    Construct the command post!
    Don't let them secure the gold into the helicopter!

    Additional Map Information/Credits

    Thanks to:
    wolffiles.de
    Splashdamage
    DMG Clan
    Round time: 30 minutes
    Testing
    Bugs: REPORT ANY BUGS at SplashDamage forums or ym: [email protected] or etromania.forumotion.com

    151 downloads

       (1 review)

    0 comments

    Updated

  16. clavier

    Author            : Masterkiller(Qc)"
    Email address     : [email protected] or [email protected]
    Webpage forum     :
    http://easymapping.free.fr/html/modules/newbb/viewtopic.php?viewmode=flat&topic_id=1307&forum=4
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title       : Clavier
    Filename    : clavier.pk3
    Release date      : 2008-03-1
    Decription  : Axis have build a big trojan infection in all computer in America. Allied need to destroy the main computer to kill this trojan. Allied use "the Shrink-Gun2008 to shrink like a mouse to did the mission. Axis know Allied comming soon then use Shrink-Gun2008 to shrink too.
    Program           : Radiantgtk 1.4.0
                        Milkshape 3D
                        Jasc Paint Shop Pro 9
                        Fl Studio 5
    Build time : 3 weeks.
    Compile time      : 1 hours
    Compile machine   : AMD Athlon 2200, 1024mb
    Installation      : Place the clavier.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: /map clavier to start the small campaign. (clavier, goldrush,clavier,oasis)
    Textures    : 100 new in the pk3 file.
    Sounds            : 47 new sounds.
    Models            : 12 new model. 2 from me, 10 from internet.(see thanks below)
    Info!
    #. This is a "FUN" map for the spring. Winter is so long and i have nothing to do so i did this map. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans.
     Special thanks and Credits to:
    Friend and tester:
    Steven,Fred,Samuel,
    from easymapping
    psylopat,Brain-Storm,His-Infernal-Majesty
    Website:
    http://easymapping.free.fr/
    http://wikimapping.free.fr/
    http://www.enemyterritory-stuff.net/>>>https://ets-clan.com/
    http://www.spyjuice.com/tutorials_et.html
    http://www.heppler.com/shader/
    http://www.splashdamage.com
    Model:
    -Oak-tree Mapmodel (c)GrimReaper
    Krischan "GrimReaper" Makowka
    E-mail:  [email protected]
    -Alpine Assault misc_models
    -"Willy's" Jeep
    -dt_oblitz
    -Fire Fighting Accessory's
    Model and textures by Detoeni
    http://www.planetwolfenstein.com/detoeni
    ©Phil "Detoeni" Gresley 2005
    Detoeni.uk
    -GrandFather Clock MD3 model by rayban.
    -models of documents for wolf:et
    http://www.splashdamage.com/forums/viewtopic.php?t=17129
    frames: 16
    rayban ( [email protected] )
    -zp_m3_flakpanzer38
    -zpsm_m4_arado196 readme
    original concept design by Shaderman. project adopted by zenith-ply.
    technical name: Arado Ar 196
    codename: ardo
    contact: [email protected]
    http://www.surfacegroup.org/forums/
    © zenith-ply 2007
    -wp_190
    -wp_halftrack
    Model by MuffinMan,
    converted to md3 by Uberdave
    textured by Detoeni
    http://www.wolfproject.net/
    Prefab special thanks
    elevator:
    wezelkrozum
    Copyright © 2008 masterkiller(qc) all rights reserved
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.

    18 downloads

       (1 review)

    0 comments

    Updated

  17. CaptureTheBox_R1

    Capture the Box for ET
     
    Map by: Serpentor [Vly]
    Description: Both Axis and Allies teams must capture the boxes and deliver them to the basement as fast as possible. The game will end when one of the teams deliver them all as first.

    **Axis Objective Descriptions
      1 Primary Objective: **Capture but also defend the boxes and bring them to the basement.
    **Allied Objective Descriptions
      1 Primary Objective: **Capture but also defend the boxes and bring them to the basement.

    **Map Info
      Title: Capture the Box
      Filename: CaptureTheBox_R1.bsp
      Game/mod: ET - wolfmp/wolfsw/wolflms
      Author: Serpentor
    =============
    **Build Info
      Base: Scratch
      Editor(s) Used: Wolf Radiant 1.5.0 and Paint Pro shop
      Build time: A few weeks
      Compile time: 5 minuts
    ==============
    **Installation
      Extract CaptureTheBox_R1.pk3 into your (wolfet)\etmain directory.
    ==============
    **Special Thanks to...
    **Pharao - for helping me with scripting.
    **Dr.W!ld - testing
    **Anita - testing
    **And ofc a great ET ICON ! --> RAYBANB http://raybanb.googlepages.com/
    **Google for nice models.
    ** [DWX] clan !!** ------->  http://dwxclan.de !!!

    15 downloads

       (1 review)

    0 comments

    Submitted

  18. eltz_beta1

    somes ETL players have problems when they join server runing this map : they have to reconnect
    title:          Castle Eltz Beta1
    file:           eltz_beta1.pk3
    version:    Public Beta 1
    release date:   June 11th 2010
    author:         FireFly
    email address:  [email protected]
    website:       http://www.wolfedit.com
    Story:
    Axis Scientists have been working on a Teleporter Device inside the Castle of Eltz.
    This Teleporter is powered by rare pieces of crystals...
    Allied Forces must Infiltrate the Castle and steal these crystals.
    The crystals must be delivered at the Zeppelin

    Axis Objectives:
    The Tunnel Grate: Defend the Tunnel Entrance, once destroyed, The allied forces can enter the Tunnels.
    The CommandPost:  Building the command post will give the Allies a new spawn point.
    The Generator:      Do not let the allied forces destroy The Generator.
    The Crystals:      Defend our Teleporter.Do not let the Allies steal the Crystals.
    The Zeppelin:      Stop the allies from taking the Crystals to the Zeppelin.
    Allied Objectives:
    The Tunnel Grate: Destroy the Tunnel Entrance and gain access to the Tunnels.
    The CommandPost:  Building the command post will give us a new spawnpoint."
    The Generator:    Destroy The Generator.*Once destroyed, the East and West gate will open and we can enter the Castle.
    The Crystals:     Make your way to the Teleporter and steal the Crystals."
    The Zeppelin:     Take the crystals to the Zeppelin"
    Construction
    base:           scratch
    editor:         GTK Radiant 1.3.14
    other software: 3dmax5, 3dmax9, Zbrush3.1, PhotoshopCS4, MD3Compile
    build time:     6 months.
    compile settings:     
    BSP: -meta -mv 1024 -mi 6144 -patchmeta -subdivisions 7
    VIS: -vis -saveprt
    LIGHT: -light -v  -fast -samples 6 -patchshadows -dirty -dirtscale 2 -bounce 8 -dirtdepth 64 -gamma 1.65 -compensate 1.8 -external -lightmapsize 512
    total compile time: 91 mins.
    *CREDITS*
    - "waterfall Mist" Texture by Diego taken from his map 'Praetoria-Mission Two: Hell on Wheels'
    - Modified 'Vortex' Texture By sock  http://www.simonoc.com/
    - Teleporter Sounds taken from the multitrack version of the song "Vessel" by Nine Inch Nails  

    * A BIG thank you:
    Fluffy_gimp, Sock, Chr1s, Sage, MrFin, Magic, Ailmanki, Detoeni, chruker
    Distribution / Permissions
    This is the First Beta of this map and may not be modified in anyway as to appear as a
    completed map by anyone else than the author.
    Authors May Not decompile the BSP as a base to build additional levels.
    The possibility of using items from this map as prefabs and/ or models is possible, but you must obtain the author's written permission first.
    This file may not be commercially exploited in any way.

    14 downloads

       (1 review)

    0 comments

    Updated

  19. Warbell + scripts

    *warbell scripts
    1/ the gold script It makes the end of the map gameplay much better, only the players who carry gold crates can jump into the columns of fire inside the castle.
    2/
    restricts the access to the Belltower roof room
    sets allied spawntime to 25 secs
    faster construction of the bell mechanism
    no wait at mapend if axis win
    3/
    modified Warbell script II
    restricts the access to the Belltower roof room
    ammocrate at command post if built by axis
    ____________________________
    Axis Objective Descriptions
    1    "Primary Objective:**Secure the forward spawn and destroy the Guardhouse Gate."
    2    "Primary Objective:**Dynamite the Wall hiding the Hidden Room."
    3    "Primary Objective:**Carry the Book of Death to the Altar of Blood! This will open the Sacrifice Portals!"
    4    "Primary Objective:**Destroy the Abbey Main Gate to get fast access to the Abbey!"
    5    "Primary Objective:**Repair the ringing mechanism of the Warbell, so you can ring it and call the Wargod!"
    6    "Primary Objective:**Ring the Warbell to activate the Sacrifice Portals!"
    7    "Primary Objective:**Sacrifice 3 players in the Sacrifice Portals to seal your alliance with the Wargod!"
    8    "Secondary Objective:**Destroy the Crypt Gate for another way into the Abbey."
    9    "Secondary Objective:**Build the command post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Defend the Guard House, don't let them destroy it's Gate!"
    2    "Primary Objective:**Defend the Hidden Room. Don't let them blow up the wall!"
    3    "Primary Objective:**Don't let them deliver the Book of Death to the Altar of Blood or they will open the Sacrifice Portals!"
    4    "Primary Objective:**Defend the Abbey Main Gate, keep the Axis out!"
    5    "Primary Objective:**They mustn't repair the Bell Mechanism!"
    6    "Primary Objective:**Do not let them ring the Warbell so they can't activate the Sacrifice Portals!"
    7    "Primary Objective:**Prevent the Axis from throwing themselves into the Sacrifice Portals!"
    8    "Secondary Objective:**Defend the Crypt Gate to keep the Axis out."
    9    "Secondary Objective:**Build the command post."
     

    105 downloads

       (1 review)

    0 comments

    Updated

  20. 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!"

     

    16 downloads

       (1 review)

    0 comments

    Submitted

  21. fa_goldrush_b2

    // Axis Objective Descriptions

    1     "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot."

    2     "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the Bank Courtyard."

    3     "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors."

    4     "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault."

    5     "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck in the Courtyard."

    6     "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Tank Depot."

    7     "Secondary Objective:**Set up a Command Post inside the Tank Depot."


     
    // Allied Objective Descriptions

    1     "Primary Objective:**Steal a Tank from the Axis Tank Depot."

    2     "Primary Objective:**Protect the Tank and escort it to the Bank Courtyard, clearing any obstructions along the route."

    3     "Primary Objective:**Escort the Tank into position to blow the Bank Doors open."

    4     "Primary Objective:**Steal two crates of Gold from the Bank Vault."

    5     "Primary Objective:**Escape with the crates of Gold using the Truck in the Courtyard."

    6     "Secondary Objective:**Establish a Command Post inside the Tank Depot"

    7     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Tank Depot."

    30 downloads

       (1 review)

    0 comments

    Updated

  22. toxic_fabric_wolfet_ctf

    very   huge pk3 :( and hunkmegs issues if not at least at 128
    TITLE                   : toxic_fabric_ctf
    AUTHOR                  : Devils Right Hand
    DATE                    : 30.09.2017
    TYPE                    : Team Deathmatch/Deathmatch/Tournament/
    bug report feedback     : discord Devils Right Hand#2240
    Release date beta 1.0   : 30/11/2018
    Release date FINALE     : 03.06.2021

    * LEVEL DESCRIPTION *
    A team of archaeologists and scientists excavating the ruins of ancient Greece discover books and documents written by a race who were known as the Stroggs. After learning how to translate this ancient language the team discover that they must travel to two locations, the Brazilian rainforest and the Northpole, in order to locate and recover alien crystals from meteorites that have impacted the Earth at these locations.
    the archaeologists and scientists use there toxic facility where they work to gain access to the generators for there power,These crystals will give them the ability to open a time vortex that will enable the Stroggs to travel to our time period and continue their mysterious work, which is something that the archeological and scientific team are eager to learn from.
    --------------------------------------------------------------------------------
    changelog fixed FINALE :
    -add stairs and railing on the toxic pool
    -change the barrel height
    -darker skybox
    -re change some ammo/weapons
    -add a grenade launcher
    -add on some areas railing
    -change the table/chairs height
    -new stairs railing on elevator
    -change machines height
    -add lights on elevator
    -new chairs
    -add barbed wire
    -change the pillars on some areas
    -add pillars on the bridge pool
    -add lights on some area
    -new teleporter
    ================================================================================
    = CONSTRUCTION  =
    MAP BASE                : new Map
    EDITOR(S) USED          : netradiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
    COMPILE TIME            : light 10 min - vis 176 sec - bsp 18 sec
    COMPILE version         : LIGHT:  [q3map2] -light -v -areascale 0.40 -pointscale 0.40 -thresh 0.5 -shade -samples 3 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
    BRUSHES                 : 11011
    PATCHES                 : 537
    INGAME ENTITIES         : 487
    ENTITIES                : 1111
    MISC_MODELS             : 106
    LIGHT                   : 272
    ================================================================================
    = special thanks =
    stealth for helping with the CTF flags and scripting
    Aciz for weapon_respawn script
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support
    WuTangH help with scripting at obj
    twt ray for support
    uje niek for support/feedback and beta test on server
    garux for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    wasp.sk for support/feedback and beta test on server
    ================================================================================
    = Credits =
    twt thunder:
    weld.model
    generators.model
    weldtanksm.model
    tools.model
    -----------------------------------------
    Devils Right Hand:
    models\mapobjects\dmodels\ellas
    textures toxic_facility_misc/generator1  
    textures toxic_facility_misc/generator11
    textures toxic_facility_misc/generator2
    textures toxic_facility_misc/generator22
    textures toxic_facility_misc/time_vortex
    textures toxic_facility_misc/time_vortex2
    textures toxic_facility_misc/noise_green
    textures toxic_facility_misc/power_panel
    textures toxic_facility_misc/number_panel
    textures toxic_facility_banner/banner
    textures toxic_facility_lights/redlight
    textures toxic_facility_lights/whitelight
    -----------------------------------------
    Greg Ward (flipout):
    textures toxic_facility_misc/grunge_9
    textures toxic_facility_misc/Splatter01
    textures toxic_facility_misc/Splatter02  
    textures toxic_facility_misc/slime
    -----------------------------------------
    D-Meat:
    toxic_facility_metal/blastdoor_back
    -----------------------------------------
    Yves Allaire aka "evillair :
    toxic_facility_metal/eX_floor_mtl_wrn_01_d
    toxic_facility_metal/eX_trim_simple_01_d
    toxic_facility_metal/eX_mtl_panel_04_d
    toxic_facility_metal/eX_floor_grate03_d
    toxic_facility_metal/eX_mtl_panel_03_d
    -----------------------------------------

    trak, tZorkc :
    toxic_facility_metal/trim_trim9a
    toxic_facility_metal/trim_trim9b
    toxic_facility_metal/trim_trim9c
    toxic_facility_metal/trim_trim9d
    toxic_facility_metal/trim_trim9e
    toxic_facility_metal/wall_wall4a
    toxic_facility_metal/wall_wall4b
    toxic_facility_metal/wall_wall4c
    toxic_facility_metal/wall_wall4d
    -----------------------------------------

    textures are from www.textures.com
    toxic_facility_metal/metal_blue
    toxic_facility_metal/metal_blue_rust
    toxic_facility_metal/metal_green
    toxic_facility_metal/metal_green_rust
    toxic_facility_metal/metal_green2_rust
    toxic_facility_metal/metal_rust
    toxic_facility_metal/metal_rust2
    toxic_facility_glass/WindowsBacklit
    -----------------------------------------
    signs are free from net
    -----------------------------------------
    Simon O'C :
    textures\toxic_facility_misc/xtele_swirl4
    -----------------------------------------
    Avoc @ eft-clan.com     : skybox
    firefly                 : cloud
    ---------------------------
    nobiax : barrel.model
    ================================================================================
    Distribution / Copyright / Permissions
    Copyright (c) 2021  Devils Right Hand
    All rights reserved
    YOU are not allowed to make any money directly/indirectly from my textures use.
    Authors MAY NOT use this level as a base to build additional levels.
    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.
    This level may be electronically distributed not-for-profit only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
     

    19 downloads

       (2 reviews)

    0 comments

    Submitted

  23. ETL 2.79 all os versions

    2.79.0 (realeased 23/12/2021)
    Thank you for installing ET: Legacy stable release 2.79.0 - Yule log
    Revive the old fps and have fun!
    Android
    Engine
    Added cvar_trim command Fixed Q_ColorizeString overflowing Fixed pk3 locations loading from filesystem Fixed the mounting of the dlcache folder instead of the files inside of it
    Client
    Fixed directional sound issue with SDL2 backend Fixed demo folder deletion Fixed defaultprofile.dat file not properly created Moved the local directories to the top of the search path
    Server
    Enhanced server demo record Removed server side GUID check (moved to mod side) Allowed large amount of pk3 files on the server without breaking sv_pure
    Renderer
    Fixed bit shifting bug causing a black map Fixed screenshot filaname with duplicate extension Fixed screenshot command wasn't using correct format
    Mod
    Enhanced shoutcaster mod Fixed knockback for dead framerate independent Added reset stats and stop recording on map restart / match reset Changed cg_skybox from CVAR_CHEAT to CVAR_ARCHIVE Fixed missing map_restart reset when loading config Fixed dynamite/landmines/satchel hitbox for pliers (missing link entity) Added g_guidCheck for mod side GUID check Fixed wounded players collision issues Fixed losing keyboard and mouse input after intermission Allowed shoutcasters to use setviewpos Added cg_popupShadow Fixed client crash when dynamite explodes Fixed vote timeout logic Fixed client crash due to name length Added automatic vertical scrolling Added map description on map vote debriefing page Fixed 'Details' map description in 'Host Hame' menu exceeds its box Fixed spread bar not draw while firing with scoped weapon Added custom map location editor Added prone animation transitions through crouching Added cancel start match vote if countdown starts Removed g_playerHitBoxHeight Fixed losing mouse input after intermission on demo playback Added selection of minor spawnpoint per major spawnpoint Fixed constructions decaying after pause Fixed gib stats from explosions when player was still alive Allowed moving when using scoped weapon but cap speed to walking 128u speed Increased FG 42 scoped fire rate from 400ms to 200ms Decreased scoped Garand/K43 spread scale from 10 to 5 (half the spread recovery time) Fixed speakereditor axis picking not supporting widescreen Fixed wounded players not dropping down when on ladders Added usage of square minimap for compass (merge from shoutcaster minimap) Fixed voice chat position and drawing outside of command map Fixed objective icons being affected by picmip Added camera editor Fixed demo freecam Fixed rotate player's view only when ON rotating mover Changed movers to not kill players or destroy items Added SVG weapon icons files Disabled activatelean by default, and add a switch to the menu Adjusted engineers to pickup up to 8 grenades even without any level upgrades Read the ET: Legacy FAQ, consult our WIKI or join us on our IRC channel #etlegacy @ Libera.chat or on our Discord channel if you are running into trouble.
    Docker hub also contains a dedicated server image for quickly setting up a dedicated server: etlegacy/server
    There is also a Flathub package available
    We have a last gift for you for this year: ET: Legacy 2.79 'Yule log' release. It comes bundled with a shorter, but all the more efficient changelog.

    We want to thank everyone for all your support this year. Additional helping hands have joined the team and made it possible to actually implement shorter release cycles, so those of you that are not using the snapshot builds can still enjoy the newest features and fixes on a more regular basis.
    Utmost respect and thanks also goes out to the admins of the ET: Legacy Competitive community. The effort put into this is incredibly motivating and a huge help. Your regular scrims combined with proper organised cups provides so much valuable hands-on feedback to this project, enabling us to prioritise and tailor features and fixes for the best ET: Legacy experience possible.
    If some of you, dear ET fans, have not joined the ET: Legacy Competitive Discord, but are looking for regular matches, events and friendly banter, make sure to join the lovely folks over at ETL Comp. Discord channel. It may help in avoiding a quadra-panzer wipe withing the first 10 seconds of a match, basically handing the opponent the win. Not that this happened or anything. Just....hypothetical....you know? cough

    This is all for this year. But honestly, the future of this project has never looked more promising as going into 2022. There are so many great things on the horizon for ET: Legacy, so make sure to keep an eye out for news in our Discord, as well as the Competitive one.
    All that's left for us to do is wish you all happy holidays and a pleasant start to 2022.
    Grab the latest release in our Downloads section.

    written by WuTangH 3 weeks ago

    28 downloads

       (1 review)

    0 comments

    Updated

  24. etl_bergen_v7

    Bergen, by Detoeni'
    June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    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.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

    -----Changelog-----
    v7:
    * Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
    * Fixed sounds active at map start in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Fixed glass shader on trucks.
    * Adjusted projection axis and scaling of terrain textures.

    v6:
    * Fixed spawnslot getting stuck in forward flag spawn. (Thanks to ETc.Jay for reporting)
    * Adjusted clipping at side entrance to prevent players camping above the door.
    * Reworked system to secure flag to be less complex and more easily understandable. Allies now only need to hold the flag for 30s.

    v5:
    * Renamed targetname south_door_closed0 to south_door_closed to fix game crash. (Thanks to Kate for reporting)
    * Fixed sounds and remapshaders active at map start in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Provided option to toggle tank invulnerable through mapscript (vulnerable by default). (Thanks to Ensiform for explanation)
    * Increased amount of spawn slots from 16vs16 to 32vs32.
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Removed deprecated alarm sounds.

    v4:
    •    Simplified geometry for cleaner player collision
    •    Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
    •    Replaced side entrance terrain with artificial pier to prevent walljumping
    •    Reverted V1 Rocket back to airplane
    •    Improved lighting and terrain
    •    Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement

    v3:
    •    Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
    •    Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
    •    Fixed missing footbridge related VO sound for Axis
    •    Fixed bug where sound wouldn't play when main entrance got destroyed
    •    Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
    •    Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
    •    Added lights in forward bunker. Thank you Ensiform for reporting.
    •    Added audible feedback to generator door levers when generator is destroyed.
    •    Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
    •    Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
    •    Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
    •    Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
    •    Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
    •    Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
    •    Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
    •    Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
    •    Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
    •    Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.

    to original:
    •    VO announcements have been adapted by Radar.
        -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
    •    VO announcements for the Footbridge have been added.
    •    Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
    •    The snapping of the tank at certain view-angles has been fixed
    •    If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
    •    The Forward Door (before Transmitter Door 3) is now linked to the generator.
    •    Spectator limbo cam has been fixed (was inside of terrain).
    •    Construciton materials have been made in the style of original maps.
    •    Teleporter and secret room have been removed.
    •    Axis rear spawn has been restructured to allow for faster exit.
    •    Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
    •    Entity count has been reduced from 568 to 519.
    •    Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
    •    Visual changes have been made.
     
     
    AXIS OBJECTIVES
    Primary Objective:        Stop the Allies from destroying the Transmitter.
    Secondary Objective:    Prevent the Allies from repairing the Generator.
    Secondary Objective:    Set up a Command Post inside the submarine pen.
    Secondary Objective:    Prevent the Allies from gaining a foothold in the Forward Bunker.
    Secondary Objective:    Prevent the Allies from destroying the Side Entrance.
    ALLIED OBJECTIVES
    Primary Objective:        Destroy the Transmitter.
    Secondary Objective:    Repair the Generator.
    Secondary Objective:    Set up a Command Post in the submarine pen to secure the forward bunker.
    Secondary Objective:    Capture the Forward Bunker.
    Secondary Objective:    Destroy the Side Entrance.

    11 downloads

       (1 review)

    0 comments

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  25. raiders + scripts

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent Allies from Escorting the Truck to the Temple and Sub Pen by any means possible."
    2    "Primary Objective:**Prevent Allies from using the Staff of Ra in the Map Room."
    3    "Primary Objective:**Stop the Allies from escaping with the Idol via a Truck in front of the Temple."
    4    "Primary Objective:**Stop the Allies from capturing the ark. Make sure they don't activate the crane in the sub pen. If they do, shut it down."
    5    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Caverns near the temple."
    6    "Secondary Objective:**Set up a Command Post inside the Sub Pen."
     Allied Objective Descriptions
    1    "Primary Objective:**Escort the Truck to the Temple and Sub Pen."
    2    "Primary Objective:**Take the Staff of Ra to the Map Room. Using the staff will open up the path to the Idol according to Dr. Jones."
    3    "Primary Objective:**Load the idol onto the truck for safe keeping. Nail it down so the axis can't take it back."
    4    "Primary Objective:**Capture the ark. Dr. Jones discovered a crane operation lever in the bowels of the German base. Throw the switch and defend the ark at all costs."
    5    "Secondary Objective:**Establish a Command Post inside the caverns near the temple."
    6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub pen."
     

    36 downloads

       (1 review)

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