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kate

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Everything posted by kate

  1. kate

    dawnville

    Version 1.0.0

    10 downloads

    Welcome! 1943 April the axles must has gold of the dawnville USA wants it makes back to have and the city einehmen there amis to to pay attention and axis must it gold guard! Good Luck Cheers:) Basic Information Author : Kaforsven/Etmap Email address : [email protected] Webpage : www.kaforsven.de.vu Map Information Game : Return to Castle Wolfenstein: Enemy Territory Title : Streets Filename : dawnville.pk3 Release date : May, 2005 Decription : Custom map for Enemy Territory. Program : SD Radiant 1.4.0 Compile time : 30 min. Compile machine : Amd Athlon 3200, 3,0 Ghz Pentium 4, 512mb Installation : Place the file dawnville.pk3 in your etmain folder, select it from the Host Game-menu or bring down the console and type: /map dawnville (then ENTER). Thanks guys! ------------------------------------------------- Game info! ------------------------------------------------- Allied Zerstört den Panzer und fahrt ihn zu dem haus und holt euch das Gold flieht mit dem gold zum Truck und errichtet den commandpost! Axis Zerstört den panzer und lasst den panzer nicht dié wand zerstören passt auf das GOld auf lass dieamerikaner nicht entwischen baut den commandpost auf! Allied destroys the tank and drives it to the house and gets you the gold flees with gold to the Truck and establishes the COMMAND post office! Axis destroys the tank and does not leave the tank not dié wound destroys fits on the gold on leaves to those American not entwischen develops the COMMAND post office! ------------------------------------------------- Special thanks and Credits to: ------------------------------------------------- I want to thank all server admins, who constantly support and host custom maps. I also want to thank all the people who have given their input to me - big thanks! ------------------------------------------------- Copyright: This custom map is (c) 2003 "Kaforsven/etmap" Germany. You may not include or distribute this map in any sort of product without permission from the author. You may not mass distribute this level via any means, including but not limited to compact disks and DVDs. You may not redo/reproduce/update this map in any way without permission from the author.
  2. kate

    assault

    Version 1.0.0

    13 downloads

    Assault map by:Alight Legion Mapping time: 5 days Status:Beta contact:[email protected] or post me in www.dreadzone.org 942 The Axis are hiding secret nuclear missile.Allied forces are attempting to fight their way to a Axis Base and Capture Axis Nuclear Documents.
  3. kate

    Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

  4. kate

    fff_mayhem

    Version 1.0.0

    25 downloads

    Author : Kent "Loffy" Lofgren, Sweden Email address : [email protected] Webpage : http://www.loffy.tk ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : FFF Mayhem Filename : fff_mayhem.pk3 Release date : March, 2005 Decription : A playable capture-the-flag map. This is just a map - not a mod! Specially made for M8D (www.m8d.org). Program : SD Radiant 1.4.0 Compile time : 8 hours. Compile machine : Dell Dimension 8200, 2.0 Ghz Pentium 4, 512mb. Installation : Place the fff_mayhem.pk3 in your etmain folder, select it from the Host Game-menu or bring down the console and type: /map fff_mayhem (not fff_mayhem.pk3 or fff_mayhem.map just fff_mayhem). Sky: Splash Damage. Additional voices by TaZzMAjazZ. Allied and Axis flags as .md3 Models for Enemy Territory created by Topsun. ------------------------------------------------- Info! ------------------------------------------------- Version info: This map is a fully functional ctf-style map for matches, primarey made for M8D's Friday Frag Festival. Game info: ENGLISH fff_mayhem is a capture-the-flag map. It has 2 bases: One Axis and one Allied. The bases are identical, with each having 5 flags and a goal-zone. FRANCOIS fff_mayhem (cette carte) est une carte de capturer-le-drapeau. Il a 2 bases : Un axe et un alliés. Les bases sont identiques, à chacun qui a 5 drapeaux et une but-zone. DEUTSCH fff_mayhem (diese Map) ist eine Capture-the-flag Map. Sie hat 2 Hauptquartiere: Das der Alliierten und das der Achsenmächte. Beide Hauptquartiere sind identisch: Sie enthalten 5 Flaggenzonen und eine Zielzone. ------------------------------------------------- Special thanks: ------------------------------------------------- Mappers, modders and forum admins at www.splashdamage.com/forums Berzerkr, Drakir, futura and w, for ideas and testing. Thanks also to nUllSkillZ. Thanks to M8D, especially Nephelim, DrStock and TaZzMAjazZ. Maca and all other members of the ET-clan Arduis (Sweden). I want to thank all server admins, who constantly support and host custom maps. I also want to thank all others who have given their input to me! Axis Objective Descriptions 1 "Primary Objective:*Run into the Allied Base and steal their stuff. Take the stolen stuff back to your own base, to score 1 point for your team." Allied Objective Descriptions 1 "Primary Objective:*Run into the Axis Base and steal their stuff. Take the stolen stuff back to your own base, to score 1 point for your team."
  5. Version 1.0.0

    41 downloads

    Sottevast PE (Final) / Public Edition March 2010 Since Dersaidin released the sources of all his maps to the public, it's alright to modifiy them. Sid & Etch Description An Axis V2 missile project has been advancing in a silo facility called Sottevast. Allied spies have discovered an attack is about to be launched from this secret silo, and a small team of elite soldiers were mobilized to prevent the launch. Allies are attacking. Allied objectives: ------------------ - (Primary) Capture the Targeting System - Enter the silo facility by dynamiting the main entrance or by using a disguise - Take control of the Axis forward spawn - Construct the command post to activate a forward spawn - (Optional) Open the side door to gain additional access Axis objectives: ---------------- - (Primary) Defend the Targeting System - Defend the silo facility's main entrance and prevent a covert entry - Hold the forward spawn - Stop the Allies from constructing a command post, or destroy it if it has been made - (Optional) Keep the side door closed to hinder the Allied progress Spawntimes: ----------- Axis : 20 Allies: 20 Information on bunker IRL: http://www.v2rocket.com/start/deployment/sottevast.html Additonal pk3: The additional pk3 contains a ETpro mapscript. Works only with ETpro, NQ, and other mods wich are compatible. + Added Health and Ammo Cabinets to Command Post + Added Health and Ammo Cabinets and MG Nest to Side Bunker + Added Neutral Command Post to Bunker near Forward Bunker + Added Model for delivered Objective + Added Secondary Map Objective: Allies need to blow up the V2 Rocket + Fixed Tunnel Barrier appearance when under construction ======================================================= Changelog: ======================================================= Sottevast PE (Final): --------------------- + Based on Beta 3b + Added tracemap + Removed all unnecessary files from the pk3 + Ficed mapscript + Fixed spelling errors + Reworked command map + New levelshot + Sottevast is now shown on the right place in the command map + Retextured the map in near every aspect, because with the old textures this great map looked like shit Sottevast (Beta 3b): -------------------- + Tunnel barricade, can be constructed by either team. + Fixed scripting so that Allies will now get the forward flag for 30 seconds when main door blows. (Previously they had to be holding it to secure it for 30 seconds.) Sottevast (Beta 3): ------------------- + Spawntimes 30/20 + Removed Team door near main door - Closed this tunnel completely. + Side door: No longer dynoable open/close by both sides + Edits to the flag building and flag scripting: - Open the side with the two team doors (so theres no teamdoors, just a big open side like on the middle side of the flag) Allies will be able to attack caves without blowing anything. - xis spawn in the other side of the building (which is now open) - Flag is recaptureable - Axis loose flag when main is blown, but can still recapture it (wait 30 seconds) + Move allied CP spawns back onto the ramp. Increases distance and allows allies to pick that hall above CP easier. + Voiceovers + Improved river banks + Mineable areas added around the rocket + End of round camera things + ETPro Fireteam locations Sottevast (Beta 2): ------------------- - Flag can no longer be reclaimed by axis once a door has been blown. - Changed terrain near main door. Added two bunkers. Added ladder with team door. - Fixed CP's killed build box thingo. - CP is now both Axis and Allied - Fixed ladder out of river that you'd sort of get stuck on the top and fall back in - Added another stair out of the water on the axis side. - Moved Allied first spawn closer - Improved command map Sottevast (Beta 1): ------------------- - million name changes
  6. kate

    sottevast_b3

    Version 1.0.0

    9 downloads

    Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : [email protected] Game : Wolfenstein - Enemy Territory Description An Axis V2 missile project has been advancing in a silo facility called Sottevast. Allied spies have discovered an attack is about to be launched from this secret silo, and a small team of elite soldiers were mobilized to prevent the launch. Allies are attacking. Allied objectives - (Primary) Capture the Targeting System - Enter the silo facility by dynamiting the main entrance or by using a disguise - Take control of the Axis forward spawn - Construct the command post to activate a forward spawn - (Optional) Open the side door to gain additional access Axis objectives - (Primary) Defend the Targeting System - Defend the silo facility's main entrance and prevent a covert entry - Hold the forward spawn - Stop the Allies from constructing a command post, or destroy it if it has been made - (Optional) Keep the side door closed to hinder the Allied progress Spawntimes: Axis 20 Allies 20 Information on bunker IRL: http://www.v2rocket.com/start/deployment/sottevast.html ======================================================= Prefab Acknowledgements ======================================================= WJ|Ifurita Marko http://www.gamedesign-online.com/ Drakir http://www.sikstrom.nu/rikard/ Flag textures from Frostbite (by Moonky) were used. ======================================================= Tutorials ======================================================= http://simland.planetquake.gamespy.com/pages/articles.htm ======================================================= Bugs ======================================================= - Some hairline cracks in the tunnels. I will try to patch these in later versions. - Command map could still be improved ======================================================= Thanks ======================================================= Special thanks to: swinyboi (De) Neillie (UK) SPU9 (De) iTG`stewie (NL) Fr4ggy (NZ) chosen (De) [NW]reyalP (US) Keytaro (FR) rew`humM3L (DE) Neddeh from [ToG] - http://ned.theoldergamers.com/ For use of his server. My clan, Adversus http://www.adversus.com.au/ #adversus on irc.ausirc.net #adverholic on quakenet riCo (AU) Fr4ggy (NZ) ikez0r (AU) HANZ (AU) goober (AU) mahadeva (AU) noname- (AU) iceman34 (AU) McSpud (AU) KAD (AU) Other testers : Clans involved in the Sottevast_b2 minileague: FAITH+1 rewind www.rewled.com sublime Vengence Star Ve*Streets (AU) Ve*Nogen (AU) Ve*DrJones (AU) Ve*Moley (AU) Ve*Hector (AU) Ve*laconic (AU) ======================================================= Programs used ======================================================= - Enemy Territory and ETPro - GtkRadient 1.4.0 - GtkRadient 1.5.0 - Adobe Photoshop CS - Crimson Editor 3.60 - Wood Workshop 1.00.0512 - Winzip ======================================================= Change log ======================================================= sottevast_b3 RERELEASED TO FIX DOOR BUG. + Spawntimes 30/20 + Remove Team door near main door - CLOSED this tunnel completely. + Side door: No longer dynoable open/close by both sides + Edits to the flag building and flag scripting: Open the side with the two team doors (so theres no teamdoors, just a big open side like on the middle side of the flag) Allies will be able to attack caves without blowing anything. Axis spawn in the other side of the building (which is now open) Flag is recaptureable Axis loose flag when main is blown, but can still recapture it (wait 30 seconds) + Move allied CP spawns back onto the ramp. Increases distance and allows allies to pick that hall above CP easier. + Voiceovers + Improved river banks + Mineable areas added around the rocket + End of round camera thingos + ETPro Fireteam locations sottevast_b2 - Flag can no longer be reclaimed by axis once a door has been blown. - Changed terrain near main door. Added two bunkers. Added ladder with team door. - Fixed CP's killed build box thingo. - CP is now both Axis and Allied - Fixed ladder out of river that you'd sort of get stuck on the top and fall back in :< - Added another stair out of the water on the axis side. - Moved Allied first spawn closer - Improved command map sottevast_b1 - million name changes
  7. kate

    infected

    Version 1.0.0

    16 downloads

    since infectedmod_a12_4.zip Known bugs: -sp_delivery_te crashs client -karsiah_te2 crashs client Report bugs to "Micha" please. http://forums.warchest.com/member.php/52875-Micha
  8. Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

  9. kate

    Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

  10. Version 1.0.0

    17 downloads

    June 18th, 1944 Allied troops besieged Cherbourg. Villages were clusters of solidly built medieval stone buildings, ideal for defense. Small numbers of German infantry, dug into the embankments with machine guns and mortars and a tank or two or a few antitank guns for support, made advancing costly. Special Thanks: M Schaffer, and all other beta testers. Map brought to you by +KOMMANDO+ Visit voiseymms.com/kommando.htm for more info"
  11. Version 1.0.0

    16 downloads

    Axis Objective Descriptions 1 "Primary Objective:**Prevent the Allies from invading Cherbourg by maintaining the Axis Outer Blockade and the Tank. Protect the Anti-Air Guns at all costs." 2 "Primary Objective:**Axis Anti-Tank Blockade: stand near the artillary firing contols to trigger the anti-tank gun." 3 "Primary Objective:**Axis Tank: standing near the tank will trigger the tank cannon." 4 "Primary Objective:**The Dock Anti-Aircraft Cannon" 5 "Primary Objective:**Anti-Aircraft Cannon." 6 "Primary Objective:**Anti-Aircraft Cannon." 7 "Secondary Objective:**Command Post: construct the command post to gain access to the Forward Spawn." 8 "Secondary Objective:**Axis Bunker Controls." Allied Objective Descriptions 1 "Primary Objective:**Gain secure entry into Cherbourg by destroying the Axis outer Blockade, the Axis Gate, or the Hotel Gate. Build the command post to ensure safe entry into the city. Destroy the Axis Anti-Aircraft Guns." 2 "Primary Objective:**The Axis Anti-Tank Blockade: beware the anti-tank gun blast as its sights are trained on the entry road." 3 "Primary Objective:**The Axis Tank: beware the tank gun blast as its sights are trained on the entry road." 4 "Primary Objective:**The Dock Anti-Aircraft Cannon: Destroy this to gain access to the Dock Spawn." 5 "Primary Objective:**Anti-Aircraft Cannon." 6 "Primary Objective:**Anti-Aircraft Cannon." 7 "Secondary Objective:**Command Post: construct the command post to gain access to the Forward Spawn" 8 "Secondary Objective:**Axis Bunker Controls: destroy to eliminate the Axis Bunker Spawn and Disable the Axis Bunker Doors."
  12. kate

    desertrats

    Version 1.0.0

    26 downloads

    Blackops Desert rats version : 1.0 Made by : Sylar and Blowfish website : Blackops Clan - http://www.enemyterritory.biz Date : 15-05-2010 Desert Rats The 7th Armoured Division was a British armoured division which saw service during the Second World War where its exploits made it famous as the Desert Rats. After the Munich Crisis, the division was formed in Egypt during 1938 as the Mobile Division (Egypt) and its first divisional commander was the acclaimed tank theorist Major-General Sir Percy Hobart. During January 1940, the name of the unit was changed to the 7th Armoured Division. It was during this period that the nickname "Desert Rats" was coined. The division fought in every major battle during the North African Campaign; later it would land and fight in Italy before being withdrawn to the United Kingdom where it prepared to fight in North West Europe. It began landing in Normandy during the afternoon of June 6 and fought its way across Europe ending the war in Kiel and Hamburg, Germany. The 7th Armoured Brigade was detached from the division during early 1942 and fought the Japanese during the fighting in Burma before it returned to the Mediterranean Theatre and fought in Italy. Although the division was disbanded during the 1950s, the history, name and the famous 'Desert Rat' flash is carried on by the 7th Armoured Brigade. Source : wikipedia.org Designed for 10 vs 10 players Models Camel Author : Vicekc Model origin : http://www.turbosquid.com/Search/Artists/vivekc FREE to use. Special Thanks to The designers of Enemy Territory, since I copied a few things from the original maps and modified em. Splashdamage forum (www.Splashdamage.com) For all the people helping eachother create maps. 2Bit (http://www.pythononline.co.uk/et/tutorial.htm) For the great dummy proof tutorial they made. This helped me a lot ! Berzerkr of www.wolfmap.de For the great resource of ET things on that website (like the good RSS feeds and prefab section). Erik-Ftn, [email protected] for creating the rtcw_ent_in_et_beta2.pk3 which I used for some nice extras. Backsnipe for helping me doing some final debugs and tips. All the Blackops members who helped me testing and debugging.
  13. kate

    Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

  14. Version 1.0.0

    16 downloads

    'Frostbite, by Moonkey' June 2021 Cedric 'keMoN' Easton http://www.etlegacy.com http://www.github.com/realkemon This map is an overhaul of the original Frostbite map created by Moonkey. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay even in a competitive environment. -----Changelog----- v14: * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting) * Adjusted position of inner courtyard truck. (TJ from hood of truck still possible) * Changed back cover on tunnel truck from green to grey to match rest of truck. * Fixed CP sounds playing in second round after /map_restart. * Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart. * Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options. * Adjusted various texture alignments. * Fixed caulked surfaces visible to the player at shelf in Allied spawn. * Changed bark texture of dead trees from temperate to winter. * Fixed invalid shader on rear faces of terrain brushes near transmitter. * Fixed incorrect use of skyshader at backside of two random brushes. * Added unique ids for spawn slots to prepare this feature. * Increased spawn slot count in garage to 32. * Fixed glass shader on trucks. v13: * Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting) * Fixed missing tree shader. (Thank you woju and spyhawk for reporting) v12: * Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting) * Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting) * Improved lighting in balcony hallway at inner courtyard. * Fixed player collision on the Axis CP. (Thank you Aciz for reporting) * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting) v11: * Adjusted lighting to increase performance. * Converted smaller brushwork to .ase models to reduce lightmap data and improve performance. * Increased supported playercount from 20vs20 to 32vs32. * Reduced volume of wind sounds to reduce distractions. * Further improved player collision at railings and doorways. (Thank you Aciz for reporting.) * Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.) * Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.) * Fixed missing shader for bush model. (Thank you Aciz for reporting.) * Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.) v10: * Moved vent opening new side door for better alignment with surrounding textures * Changed terrain shader on snow patches in inner courtyard for proper snow behaviour * Caulked surfaces not visible to the player * Changed floodlight colour to uniform white * Made previously impossible TJ possible again * Further opened terrain and world to simplify spectator and shoutcaster movement * Improved player collision to simplify movement (doorways, ceiling and transmitter building) * Generally improved lighting v9: • Removed rogue clip at office entrance. • Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons. • Simplified collision of machines at side entrance. • Added player clips to various shelves, pipes and doorways. • Fixed one alarm speaker not being named correctly. • Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible) • Removed collision of blackboards. • Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together. to original: • The player is now able to stop and revert Storage Wall movement by activating the button again. • Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door. • Structural mesh and VIS blocking has been improved • Visual changes have been made ALLIED OBJECTIVES: Primary: Steal the Supply Documents and transmit them back to Allied Command. Secondary: Destroy the Main Door into the Complex. Secondary: Breach the Storage Wall. Secondary: Dynamite the Service Door. Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building. Secondary: Establish a forward Command Post in the Upper Complex. AXIS OBJECTIVE: Primary: Stop the Allies from transmitting the Supply Documents. Secondary: Defend the Main Door. Secondary: Defend the Storage Wall from being breached. Secondary: Stop the Allies from destroying the Service Door. Secondary: Set up a Command Post inside the Transmitter Building. Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.
  15. kate

    etl_supply_v5

    Version 1.0.0

    16 downloads

    'Supply Depot, by ginc' June 2021 Cedric 'keMoN' Easton http://www.etlegacy.com http://www.github.com/realkemon This map is an overhaul of the original Supply Depot map from ET created by ginc. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment. -----Changelog----- v5: * Fixed crane_sound (constructed controls) playing in second round after /map_restart. * Added unique ids for spawn slots to prepare this feature. * Changed and restructured assets to increase shared content across all overhauls. v4: * Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting) * Added satchel exploit fix for crane controls. (Thank you jobhh for reporting) * Add optional spawn cabinets. (Thank you Dmxj for requesting) * Fixed speaker pointing to incorrect sound file. v3: * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support) * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this) * Fixed gold crate support blocks visible through walls. * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting) * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting) * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting) * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge. * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting) * Fixed visible seams in terrain textures. * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting) * Fixed skyportal incorectly having sky shader instead of mountain. * Fixed flying rock next to east depot wall. * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.) v2: • Changed floodlight colour to uniform white • Fixed vanilla ET compatibility • Fixed various trickjumps • Cleaned collision for easier player movement • Fixed mirrored textures in vanilla ET • Changed crane control construction indicators for clearer visibility • Improved lighting and general visibility • Fixed issue where planting landmines was possible everywhere to original: • Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired. • Extended map skywards to allow for free shoutcaster/spectator movement. • Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times. • Comprehensive rework of structural mesh to improve on VIS. • Removed player collision from noticeboards, picture frames, lying doors etc. • Enlarged some door and window frames for more consistent use of dimensions across the map. • Colour-coded stairwells in forward bunker. • Fixed clip position of destroyed allied cp model. • Removed collision from crane rope. • Dispersed spawn points to declutter mass spawn events. • Adjusted terrain around some rocks to prevent leaks at the border. • Added team specific CP sounds • Re-added previously removed radio speakers • Increased player count to 20v20 • Added external antenna as visual indicator for CP status • Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position. // AXIS Primary Objective: Retrieve the documents. Capture the forward bunker. Destroy the main entrance. Destroy the side wall. Don't let them construct the guardtower. Prevent the Allies from establishing a Command Post. Set up a Command Post. // ALLIED Primary Objective: Defend the documents until reinforcements arrive. Capture the forward bunker. Do not let the Axis destroy the main entrance. Defend the side wall. Construct the guardtower. Establish a forward Command Post. Prevent the Axis from fortifying their position with a Command Post.
  16. kate

    etl_bergen_v7

    Version 1.0.0

    12 downloads

    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.
  17. kate

    etl_adlernest_v1

    Version 1.0.0

    19 downloads

    briefing "Steal the documents and bring them to the transmitter. The tank has created an entry point into the Axis base, but for further access Allies need to dynamite the Door controls in the lower level. The CP will give Allies a forward spawn.**Map by Dersaidin*Overhaul by kemon"
  18. kate

    etl_ice_v7

    Version 1.0.0

    25 downloads

    Ice, by id software' June 2021 Cedric 'keMoN' Easton http://www.etlegacy.com http://www.github.com/realkemon This map is an overhaul of the original Ice map from ET created by id software. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment. -----Changelog----- v7: * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting) * Changed from Axial Projection to Brush Primitives. * Added unique ids for spawn slots to prepare this feature. * Adjusted various texture alignments. * Reduced number of verts and shaders in first valley. * Reworked forward flag functionality to prevent spawn glitch after /map_restart. * Added optional flag secure mechanic when Side Wall destroyed. (enabled by default) * Added optional health and ammo cabinets in southern tunnel. (diabled by default) * Removed Axis flag cm icon for Allied team as it was causing problems. * Adjusted colour of lighting in transmitter building to be less obnoxiously orange. * Fixed glass shader on trucks. v6: * Fixed side wall cm icon being upside down in vanilla ET due to incorrect field order in .tga. (Thank you Aciz for reporting) * Adjusted terrain clipping to be a bit less aggressive. (Thank you Aciz for reporting) * Removed common/slick at tunnel exits. (Thank you Aciz for reporting) * Improved lighting at Allied CP. * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting) v5: * Adjusted lighting and terrain blending to improve performance. * Increased playercount from 16vs16 to 32vs32. * Removed flag sound from guardtower. * Fixed CP sounds playing in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc') * Fixed missing command map shader on forward bunker flag for Axis. * Fixed setstate error for non-existent entities. v4: • Moved ceiling-mounted lights to be flush with ceiling • Improved lighting v3: • Improved VO announcements. -- As long as both Main Entrance and Side Wall are active VO is: "defend/destroy entrances". -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance". -- Added VO announcements for active map objectives when joining a team. -- Added VO announcements for the guardtower. • Added base alarm when the main entrance gets destroyed. • Added colour-coded guiding system intended to ease new players into the map. • Added ambient sounds. • Doors have been widened to allow for faster movement. • Visual changes have been made. // AXIS Primary Objective: Retrieve the documents. Capture the forward bunker. Destroy the main entrance. Destroy the side wall. Don't let them construct the guardtower. Prevent the Allies from establishing a Command Post. Set up a Command Post. // ALLIED Primary Objective: Defend the documents until reinforcements arrive. Capture the forward bunker. Do not let the Axis destroy the main entrance. Defend the side wall. Construct the guardtower. Establish a forward Command Post. Prevent the Axis from fortifying their position with a Command Post.
  19. kate

    staghound

    Version 1.0.0

    7 downloads

    Staghound_Armored Car By [rD]MrPink History of the Chevrolet T17E1 Staghound Armored Car: Staghound Armoured Car T17 El: 1942+ Length: 5.48m, Width: 2.69m, Height: 2.36m , Weight: 13.95 tonnes Crew: 5 Power-plant: Two GMC 6-cyl. petrol engines, each 97 bhp at 3000 rpm. Power steering and an automatic gearbox were standard. However, the gearbox lacked high speed reverse (a desirable feature in any reconnaissance vehicle). Armament: 1 x 37mm (stabilised) gun M6 with 103 rounds and power traverse, 2 x .30 cal Browning Mg. Armour: 9-45mm. Speed: 90 kph Range: 725km Maker: Chevrolet Division, General Motors Corporation, USA. The Staghound was the product of a joint effort in 1942 by British and American military staff, to draw up specifications for an armoured car. Approximately 3,000 of the original design were produced. A further 1,000 anti-aircraft models (mounting twin .50 cal Browning Mg.) were also manufactured. The standard vehicle T17 El was named the Staghound and was a 4 x 4 car with a turret mounting a 37mm gun. Some vehicles were subsequently refitted with a 3 inch tank howitzer for infantry close support. Thanks to www.lancers.org.au Many Thanks to Lydia Ferrero Instructions: Unzip the zip file into your ETMain Directory, if you get a warning about directories already in this folder, click yes, I wont hurt anything. You must ALSO unzip this into any .pk3s you put your map in. You will find the model in gamemain/models/mapobjects/[rD]MrPink. It is called Staghound_Armored.md3
  20. kate

    c-47_dakota

    Version 1.0.0

    9 downloads

    C-47_Dakota By [rD]MrPink Created as per request of SuperC of the splash Damage forums History of the Douglas C-47 Dakota "Gooney Bird": The Douglas DC-3 was born of the intense competition for modern commercial aircraft that characterized the post-World War I era. It was the direct descendant of the DC-1, which first flew in 1933 as Douglas' initial response to a short supply of competitor, Boeing Aircraft's, landmark 10-passenger 247, the first, low-wing, all-metal airliner. With only one 12-passenger sample flying, and already a record-breaking success, the DC-1 was quickly made obsolete, replaced by an a more powerful version with greater seating capacity, the 14-passenger DC-2, of which 193 were built. When, in 1934, American Airlines asked Douglas for a larger version of the DC-2 that would permit sleeping accommodations for transcontinental flights, Douglas responded with the 24 passenger (16 as a "sleeper" craft) DST (Douglas Sleeper Transport), the 24-passenger version of which was designated DC-3. The DC-3 is given most of the credit for an almost 600% increase in airline passenger traffic between 1936 and 1941. Recognizing its great potential as a military transport, the United States Army specified a number of changes needed to make the aircraft acceptable for military use, including more powerful engines, the removal of airline seating in favor of utility seats along the walls, a stronger rear fuselage and floor, and the addition of large loading doors. A large order was placed in 1940 for the military DC-3, which was designated C-47 and became known as "Skytrain," a name it would soon be asked to live up to. Used as a cargo transport to fly the notorious "Hump" over the Himalayas after the Japanese closed the Burma Road, and as a paratroop carrier in various campaigns from Normandy to New Guinea, the Douglas C-47 was one of the prime people movers of WWII where, in one form or another, it was manufactured by belligerents on both sides, after first having been licensed to Mitsui before the Japanese attack on Pearl Harbor, and to the Russians, who manufactured it under license as the Lisunov Li-2. During the war, Mitsui built their own version, via contract with the Showa and Nakajima companies, which built about 485 "Tabbys" (the code name given to the aircraft by the Allies) as the Showa L2D. Known also as "Dakota" (British designation), R4D (U.S. Navy), "Skytrooper" and "Gooney Bird," the Douglas C-47 (USAAF) went through many modifications during its long service life, largely with respect to engine power ratings, but also with structural modifications for specific tasks like reconnaissance and navigation training. It was even tested as a floatplane, and as an engineless glider, a task it performed well, but too late in the war to matter. It was also used as a fighting machine as the AC-47D gunship ( "Puff, the Magic Dragon") of the Vietnam war, where the plane was equipped with three modernized Gattling guns (General Electric 7.62mm "Miniguns," each mounted and firing from the port side) for use as a "target suppressor," circling a target and laying down massive fire to eliminate or at least subdue the enemy position. By war's end, 10,692 of the DC-3/C-47 aircraft had been built, with 2,000 Li-2s by the Soviets, and 485 Showa L2Ds by the Japanese, for a total of about 13,177. Between its first flight on December 17, 1935, and this writing, the DC-3 will have had 65 years of continuous service. From its pioneering of military airlifts over the hump, to its perfecting of the technique during the Berlin Airlift, the C-47 has been prized for its versatility and dependability, factors that explain its remarkable longevity as an active carrier worldwide. [History by Kevin Murphy] Thanks to Tex Gehman. Specifications (C-47): Engines: Two 1,200-hp Pratt & Whitney R-1830-S1C3G Twin Wasp radial piston engines Weight: Empty 16,865 lbs., Max Takeoff 25,200 lbs. Wing Span: 95ft. 0in. Length: 64ft. 5.5in. Height: 16ft. 11.5in. Performance: Maximum Speed: 230 mph Cruising Speed: 207 mph Ceiling: 23,200 ft. Range: 2,125 miles Armament: None Number Built: 13,177 (All manufacturers) Instructions: Unzip the zip file into your ETMain Directory, if you get a warning about directories already in this folder, click yes, I wont hurt anything. You must ALSO unzip this into any .pk3s you put your map in.
  21. kate

    fuel_tank

    Version 1.0.0

    7 downloads

    Fuel_Tank By [rD]MrPink Specifications of fuel tank: Options: Gravity fitting. Water Draw-off OSHA Ladders and catwalks. Custom coatings (interior and exterior). Integral spill containment (double-wall). Overfill catch basins (various sizes). Fill-limiters. Remote gauging systems. Fittings including overfill protection, fill caps, vent caps and others. Standard Features: Emergency vent riser (24 inches) and emergency vent cap. Openings are female national pipe thread (FPNT). Tanks 5,000 gallons and over are supplied with an 18" manhole per UL-142. Tanks are designed for stationary use and require some sort of support structure. Exterior paint is red iron oxide primer, interior is unpainted. All UL-142 tanks include (2) 2" FNPT fittings in the top of the tank Nominal Gallons Diameter Length Steel Thickness Weight (Lbs) Normal Vent Emergency Vent Comments 300 38.5" 5'-0" 12 Ga 300 1 1/4 4" C&B 375 38.5" 6'-4" 12 Ga 300 1 1/4 4" C&B Containment for 300 500 45.5" 6'-0" 12 Ga 400 1 1/4 4" OPW 202 600 45.5" 7'-4" 12 Ga 500 1 1/4 4" OPW 202 Containment for 500 550 48.0" 6'-0" 12 Ga 400 1 1/4 4" OPW 202 650 48.0" 7'-4" 12 Ga 500 1 1/4 4" OPW 202 Containment for 550 1,000 64.0" 6'-0" 10 Ga. 820 1 1/4 4" OPW 202 1,200 64.0" 7'-4" 10 Ga. 1,300 1 1/4 6" C&B Containment for 1,000 1,100 64.0" 6'-8" 10 Ga. 1,200 1 1/4 4" OPW 202 1,300 64.0" 8'-0" 10 Ga. 1,400 1 1/4 6" C&B Containment for 1,100 1,500 64.0" 9'-0" 3/16 1,500 1 1/4 6" C&B 2,000 64.0" 12’-0" 3/16 1,900 1 1/4 6" OPW 202 2,000 75.5" 9’-0" 3/16 1,800 1 1/4 6" OPW 202 2,500 75.5" 11’-0" 3/16 2,100 1 1/2 6" OPW 202 3,000 75.5" 13’-0" 3/16 2,400 2 8" C&B 3,500 75.5" 15’-0" 3/16 2,700 2 6" OPW 202 4,000 75.5" 17’-0" 3/16 3,000 2 8" C&B 5,000 95.5" 14’-0" 1/4 4,600 2 8" Morrison 244M 5,500 95.5" 14'-8" 1/4 4,800 2 8" Morrison 244M Containment for 5,000 6,000 95.5" 17’-0" 1/4 5,400 2 8" Morrison 244M 6,500 119.0" 11’-0" 1/4 5,100 2 8" Morrison 244M 7,000 95.5" 19’-6" 1/4 6,000 2 8" Morrison 244M 7,500 95.5" 21’-0" 1/4 6,400 2 8" Morrison 244M 8,000 95.5" 22’-0" 1/4 6,600 2 8" Morrison 244M 8,000 119.0" 14’-0" 1/4 6,000 2 8" Morrison 244M 10,000 95.5" 28’-0" 1/4 8,200 2 1/2 8" Morrison 244M 10,000 119.0" 17’-6" 1/4 7,100 2 1/2 8" Morrison 244M 12,000 95.5" 33’-0" 1/4 9,400 2 1/2 8" Morrison 244M 12,000 119.0" 21’-0" 1/4 8,300 2 1/2 8" Morrison 244M 15,000 95.5" 41'-0" 1/4 11,500 2 1/2 10" Morrison 244F 15,000 98.0" 38'-6" 1/4 11,200 2 1/2 10" Morrison 244F 15,000 119.0" 26’-0" 1/4 9,800 2 1/2 8" Morrison 244M 20,000 119.0" 35’-0" 1/4 12,700 3 10" Morrison 244F 25,000 132.0" 36’-0" 1/4 14,600 3 10" Morrison 244F Note: dimensions and weight are approximate. Thanks to Greer Tanks. Instructions: Unzip the zip file into your ETMain Directory, if you get a warning about directories already in this folder, click yes, I wont hurt anything. You must ALSO unzip this into any .pk3s you put your map in. You will find the model in gamemain/models/mapobjects/[rD]MrPink. It is called Fuel_Tank.md3
  22. kate

    v2_factory

    good old map
  23. we have this problem also , tits sometimes looks like players are green.. plus for somes i have yellow and black textures and no text for textures missing when you open the console, is the mod can interfere also : thats i dont know but maybe custom skins pk3 might interfere also ? Wolfie You mean for etmain your et folder or the server ftp and what is the OnKleBob map name?
  24. Version 1.0.0

    22 downloads

    Mapname: Outer_Space Version: 1.0.0 Date: halfway may 2010 Gametype: Objective Mapmaker: 1869*_Flame a.k.a Dante Website: www.1869clan.tk e-mail: [email protected] NOTE: PLEASE DO NOT EDIT THIS MAP AND/OR PK3 WITHOUT PERMISSION!! - you can use any textures you like, most of them are from Internet anyway. - you can use any of the .wav sounds if you like. all are made by myself and therefore free to use. - NOTE: Tesla model is from www.blackrayne.net. any credits should to here for this model. use of this model in other maps only when you follow the rules that are on the specific website. -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-Installation.-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- -install on local machine: 1. Download the Outer_Space.pk3 file 2. Put the pk3 file into your "etmain" folder (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\") 3. start the game 4. open console with the ~ key (left from the 1 and up the TAB key) 5. type /g_gametype 2 (it will tell you it will be set on restart, DONT restart) 6. type /map Outer_space 7. play! -install on a server: 1. Download the Outer_Space.pk3 file 2. Put the pk3 file into the "etmain" folder 3. if needed, add to your fastdownload server 4. add map "Outer_Space" to your maprotation.cfg (or other depending on mod) 6. (re)start server 7. play and have fun! -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-Objective-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- Note: Axis team is attacking, Allies are Defending. Axis Objectives: - Axis will spawn in their attack ship, and need to destroy the East and West Energy crystal to open the portal - Once the portal is open, axis will spawn in front of it. Now they need to destroy the Door to the power crystal - Additionally the Axis team can destroy the Side wall to get a extra route trough the sewer to get to the door. - Once the door has been blown. they way is open to destroy the Power crystal. - Additionally the Axis team can try to build the neutral command post. - Additionally the Axis team must blow up the power crystal defenses. Allied Objectives: - Allies need to prevent the Axis team from opening the portal, by preventing the East and West energy crystal getting blown up. - Additionally the Allied team can construct the protection MG on the main deck. - if the Axis succeed opening the portal, the Allies must prevent the Door to the power crystal to be blown up. - If the Axis team sill is able to succeed, the allies must prevent at all cost that the power crystal gets destroyed. - Additionally the Allied team can build a command post. - Additionally the Allied team can build power crystal defenses to slow down the axis attackers. -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=Special Thanks!=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- - MickyP for helping me with the Omni-Bot waypointing and scripting - www.gs4you.de for my Sponsoring my servers! - Splashdamage community you, for taking your time to read this read-me, never thought someone would be reading all of this. =) -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-=-Other-=-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- - Omnibot 0.71 version waypoint included in this file - nothing left to say i guess,
  25. kate

    one_way_b3

    Version 1.0.0

    8 downloads

    Author: Qualmi Date: 25.05.2010 Game: Wolfenstein - Enemy Territory Homepage: http://qualmi.de.tl/ Description An original map with a little bit of a different objective. What once started as a 1on1 map, can now be applied to small servers with a maximum of 12 players. Additionally there is an ETPro Mapscript supplied within this mapfile, making it possible to turn this map into a deathmatch map. Due to the counting system within the mapscript do not use this at 16 Bit server systems when you play for objective. It will most likely crash the server, or at least invoke some unpredictable behaviour. !!!DO NOT PLAY THIS AT 16 BIT SERVER SYSTEMS!!! ================== Meant To Be Played ================== Objective: 1on1 2on2 3on3 Deathmatch: For small servers ========= Objective ========= Both Allies and Axis are possessing a coder to transmit an SOS. Once activated it will take 5 minutes to do so. Your mission is to interupt the enemy countdown by stealing the enemy coders battery and preventing him to steal your own. There is no delivery point for the battery. Simply hold it. As long as it is not in the coder of the enemy the better it will be for you. ============================= Changes From Beta 2 to Beta 3 ============================= - Map resized - Lights reworked - Objective changed - Visual Timing Counter ========= Mapscript ========= Due to the counting system within the mapscript do not use this at 16 Bit server systems. It will most likely crash the server, or at least invoke some unpredictable behaviour. !!!DO NOT PLAY THIS AT 16 BIT SERVER SYSTEMS!!! For more Information, especially about the way that counter works, visit my site and look for some stuff about timers there. For all the mappers out there: this script can easily be improved and i know how :P maybe you will find the secret <3 Have fun. I really liked creating it :) =============== ETPro Mapscript =============== An additional mapscript, turning this map into a deathmatch map, can be found in the readme folder of this .pk3. It is called 'one_way_b3.script'. Just copy it in your ET mapscripts directory and restart the server with the directory beeing set. ====== Limits ====== Unfortunately the ET Engine is very limited. Therefore the visual counter i originally planned soon hit that 32 remapshader limit. You can see the seconds be remapped in the left corner below. The minutes are rotating above the coder. Logically the counter works 100% accurate. ======= History ======= The map got inspired by a 1on1 i once played at Valhalla. Someone, cant remember the name today, introduced me into that kind of gameplay, which he called, 'one way'. It was just that we meet constantly at a certain mainroad, to avoid hiding and sneaking, so that the skill is reduced to aim and movement basically. The first versions i released should have hit exactly that principle. But after coming back to mapping after a while i had the feeling that it probably would be better to make it a little bigger. I tried to keep that one way principle, but i fear it has become some kind of mixture now. =================== Feedback/Bugreports =================== Post feedback or bugreports at -> http://1vs1free1on1.de.tl <- forum section. ======================================= Some Additional Information for Mappers ======================================= Build Time: 2 hours. Also i am 1 year old and am a computer genius. I learned mapping in just one day and the compile time took me 1ns. With half a year i learned the C programming language, when i was half and a third i invented the wheel. When i was half and two third i realized that there was already a wheel. What a shame. The rest of the day i spam people with how fast i am. I mean, everybody knows that everything must be based on velocity nowadays. So why shouldnt i spam you with my timing results :> because quality takes time ? ..pfft ======= Credits ======= - ID, Splash Damage, q3map, q3map2 devs, Radiant devs, for giving us modders and mappers the opportunity to modify and play around. This is what keeps the game alive. A special thanks to all the texture makers. - castle_ctf: i actually got that idea to remap the stamina and health bar from that map. I also used texture 0-8 in their pk3. Number 9 i had to do by myself. - map railgun: i copied the rails and the train barrier of it to fit in my map. The rest of the brushwork is original, which is important to state. I would never end up basing my work on whole goldrush prefabs. - >>GAYLORDS<< bio and stealth6 for the testmatches we played. Was very useful. - Berzerkr for spotting and supporting that file at Wolfmap.de - Ron007 for making these nice video tutorials at level-designer.de (which is down atm :() - Ifurita for the scripting tutorial - Nib aka BoltyBoy at nibsworld.com for the great vis-tutorial at his site
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