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kate

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Everything posted by kate

  1. kate

    bf-190_fighter

    Version 1.0.0

    5 downloads

    WOLF PROJECT WP_190. Bf 190 WW2 fighter This pak contains all the assets needed to use this model as a script mover in Wolfenstein-Enemy Territory. wp_190_body.ase wp_190_tail.ase wp_190_wing.ase wp_190_nose.ase sound_block.md3 should be used at modelscale 10 tags: tag_point1 (origin) tag_point2 to 13 (ring the origin) Model and textures by Detoeni http://www.wolfproject.net/ Any problems please contact me at [email protected] Any comments please post at our forum http://www.wolfproject.net/ You may use this file providing it's not for profit. Detoeni.
  2. Version 1.0.0

    16 downloads

    idea: The UTR-team's ctf_face_b1 map scoreboard permission: RayBan script & shader edit: Daniel&Roland
  3. kate

    barricade

    Version 1.0.0

    7 downloads

    Prefab for "Wolfenstein: Enemy Territory" Made 2009 by nukits002
  4. Version 1.0.0

    9 downloads

    Hi there, this is a barbed-wire fence for your realistic maps. I didn't add a trigger_hurt entity due to some probs i had with quake, but you could do it yourself since it ain't very difficult. This time all textures are basic Q3 textures. To put one of the boxes into your map, load radiant and click edit\load prefab Oh, and don't forget later to put these files into your .pk3-file as well :) (with directories, of course) Other works: Hummer1 Helicopter1 MG1 Artillery1 Militaryboxes1 Tank obstacle1 You can get those on prefabs.gamedesign.net Schakal
  5. kate

    barrels

    Version 1.0.0

    7 downloads

    barrel misc_models two barrel models, one upright and the other on its side. models/mapobjects/rayban/w_barrel1.md3 - barrel standing upright models/mapobjects/rayban/w_barrel2.md3 - barrel on it side created for wolf:et [email protected]
  6. kate

    army_tents

    Version 1.0.0

    6 downloads

    Army Tents - Ase model format for wolf:et ------------------------------------------- small, medium and large versions. since they are ase models, you can edit the files in a text editor to change the materials ( texture/shader path ) to whatever you like. textures included ( but not setup in the ase files ) canvas1a.tga - found on the net armytent.tga and splintercamo.tga provided by berzerkr at splashdamage forums. ** note, these models and textures are in a plain zip file, to use them simply create a folder somewhere to put the models and textures, ie.. models/mapobjects/mymodels/ and you need to edit the ase file to reference the texture/shader, for example in the tent_small.ase there are the following lines, *MATERIAL_LIST { *MATERIAL_COUNT 2 *MATERIAL 0 { *MATERIAL_NAME "canvas" *MATERIAL_CLASS "Standard" you simply change the *MATERIAL_NAME "canvas" to your texture/shader path as in *MATERIAL_NAME "models/mapobjects/mymodels/canvas1a.tga" then save the file as a differnt name in that folder, like my_small_tent.ase ( or whatever ) there is also a wood material line lower in the file, *MATERIAL_NAME "textures/wood/wood_m13_usat.tga" which is a wood texture in the textures/wood folder in et, you can also change that if you want to a different material. use the ase files as base files, and save them to new models with your own distinctive name to be used in et. load them as misc_model, and when you distribute your map, you only need to include any custom textures you used. the ase model doesnt need to be included as its compiled into the map. models created in blender3d by me [email protected] ** REMEMBER, the ase models need to be setup with texture/shader paths, they are not just drop in and ready to go.
  7. Version 1.0.0

    9 downloads

    rayban animated roaches these md3 models are for a moving roach effect, and should have the following key/values set for the best effect. classname misc_gamemodel spawnflags 2 ( start_animated box ticked ) model ( see model notes below ) frames 100 fps 10 model notes: there are 4 types of models, r64_1.md3 - 1 single roach moving within a 64x64 grid size r64_5.md3 - 5 roches moving within a 64x64 grid size r128_1.md3 - 1 single roach moving within a 128x128 grid size r128_5.md3 - 5 roches moving within a 128x128 grid size using more than 1 of the same model, and ajust the angles or modelscales to make it seem like more random roaches moving around. other info: 2 shaders are provided, one used for the animated models that have moving legs via the animap system, and the other for still roaches, that just have the antennae moving. programs used to make the models and textures, blender3d and MD3Compile by NPherno. [email protected]
  8. Version 1.0.0

    6 downloads

    Basic Information: Designer......: Berzerkr (GER) E-Mail Address: [email protected] Homepage......: http://www.wolfmap.de Mod Information: Game........: Wolfenstein: Enemy Territory Title.......: Animated Radar Screen Status......: Final Filename....: z_anim-radar-screen.pk3 Filesize....: 7 KB Build Time..: 1 day Release Date: 30. September 2007 Description: This mod animates the radar screen in Seawall Battery and all custom maps who use the screen. Many thanks to Diego for the permission to use the textures and the shader from his map "Praetoria - Mission One: Bunker Hill". http://webpages.charter.net/dt3d/praetoria.html Installation: Put the pk3 into the etmain-folder. To uninstall this mod remove the pk3. Used Programs: 7-Zip, Notepad This modification 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 MODIFICATION TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.
  9. kate

    anim_con_crates

    Version 1.0.0

    14 downloads

    These are animated construction crates for wolf:et -------------------------------------------------- They are meant to add some eye candy to constructibles, where the tools on the crates will start to work as soon as an engineer starts construction. models included, models/mapobjects/cmarker/rayban/anim_con_crates.md3 - the animated crates models/mapobjects/cmarker/rayban/con_crates.md3 - the default non animated crates models/mapobjects/cmarker/rayban/allied_sack.md3 - allied sack for two stage constructions models/mapobjects/cmarker/rayban/axis_sack.md3 - axis sack for two stage constructions skin files included, allied_crates.skin axis_crates.skin shader files included, anim_con_crates.shader command marker images included, gfx/limbo/cm_anim_con_neutral.tga gfx/limbo/cm_anim_con_allied.tga gfx/limbo/cm_anim_con_axis.tga -------------------------------------------------- a test map is included with the script showing how to set them up, but basicly its the same as other constructibles using crates, with some minor changes. the animated crates use the following spawnflags fps 13 frames 15 spawnflags 2 ( or start animated enabled ) by default both crates, animated and non-animated will have the neutral skin, to have a team specific skin on them ( the crates will show either neutral, allied, or axis ) you need to add the key/values of skin models/mapobjects/cmarker/rayban/allied_crates.skin or skin models/mapobjects/cmarker/rayban/axis_crates.skin targetnames must be added for skins to work ( of course, you will add targetnames anyways.. ) [email protected]
  10. kate

    artillery_gun

    Version 1.0.0

    13 downloads

    Hi there, this is an artillery (no special one) for your realistic maps. To put the artillery into your map, load radiant and click edit\load prefab Oh, and don't forget later to put these files into your .pk3-file as well :) (with directories, of course) Other works: Hummer1 Helicopter1 MG1 You can get those on prefabs.gamedesign.net Schakal
  11. Version 1.0.0

    23 downloads

    Eine Euro Palette mit ganz vielen Geschütz Granaten drauf!!
  12. kate

    ase_army_tents

    Version 1.0.0

    6 downloads

    Army Tents - Ase model format for wolf:et ------------------------------------------- small, medium and large versions. since they are ase models, you can edit the files in a text editor to change the materials ( texture/shader path ) to whatever you like. textures included ( but not setup in the ase files ) canvas1a.tga - found on the net armytent.tga and splintercamo.tga provided by berzerkr at splashdamage forums. ** note, these models and textures are in a plain zip file, to use them simply create a folder somewhere to put the models and textures, ie.. models/mapobjects/mymodels/ and you need to edit the ase file to reference the texture/shader, for example in the tent_small.ase there are the following lines, *MATERIAL_LIST { *MATERIAL_COUNT 2 *MATERIAL 0 { *MATERIAL_NAME "canvas" *MATERIAL_CLASS "Standard" you simply change the *MATERIAL_NAME "canvas" to your texture/shader path as in *MATERIAL_NAME "models/mapobjects/mymodels/canvas1a.tga" then save the file as a differnt name in that folder, like my_small_tent.ase ( or whatever ) there is also a wood material line lower in the file, *MATERIAL_NAME "textures/wood/wood_m13_usat.tga" which is a wood texture in the textures/wood folder in et, you can also change that if you want to a different material. use the ase files as base files, and save them to new models with your own distinctive name to be used in et. load them as misc_model, and when you distribute your map, you only need to include any custom textures you used. the ase model doesnt need to be included as its compiled into the map. models created in blender3d by me [email protected] ** REMEMBER, the ase models need to be setup with texture/shader paths, they are not just drop in and ready to go.
  13. Version 1.0.0

    16 downloads

    rayban animated roaches ----------------------------------------- these md3 models are for a moving roach effect, and should have the following key/values set for the best effect. classname misc_gamemodel spawnflags 2 ( start_animated box ticked ) model ( see model notes below ) frames 100 fps 10 ------------------------------------------------------------------------- model notes: there are 4 types of models, r64_1.md3 - 1 single roach moving within a 64x64 grid size r64_5.md3 - 5 roches moving within a 64x64 grid size r128_1.md3 - 1 single roach moving within a 128x128 grid size r128_5.md3 - 5 roches moving within a 128x128 grid size using more than 1 of the same model, and ajust the angles or modelscales to make it seem like more random roaches moving around. ------------------------------------------------------------------------- other info: 2 shaders are provided, one used for the animated models that have moving legs via the animap system, and the other for still roaches, that just have the antennae moving. programs used to make the models and textures, blender3d and MD3Compile by NPherno. [email protected]
  14. kate

    ammobunker

    Version 1.0.0

    12 downloads

    Prefab for a small Ammobunker Items inside: Ammo and Health Cabinet
  15. @ Tutox , I think the youngest member we had been psycho pappy 13 years old when he started to play with us with his bro’s an daddy if only we could back to these old years
  16. kate

    crph_BETA1

    Version 1.0.0

    7 downloads

    hunkmegs issues TITLE : castle republican party headquarter AUTHOR : Devils Right Hand DATE : 22.11.2015 TYPE : OBJECTIVE Release date : 8/06/2016 * LEVEL DESCRIPTION * 1944 plan a couple axis to kill hitler in his bunker Version : beta1 Attacking : allies Objective Timelimit : 20 Spawntimes : Axis 15 / Allies 5 * CONSTRUCTION * MAP BASE : New Map EDITOR(S) USED : gtkradiant 1.5 KNOWN BUGS : COMPILE MACHINE : amd 6300 6x 3,5 ghz ,12 gb ram ddr3 ,video card nvidia 550 ti 1000 mb ram,win7 x64 COMPILE TIME : 23 min COMPILE version :[q3map2] -light -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 "[MapFile]"[q3map2] -vis -saveprt -fast "[MapFile]" brushes 7506 entities 801 * special thanks * E.F EXTASY eurofighter admin lucky luke grove guerrila katja k@rma nemesis es.hose der bmx Quake3world forums for support twt thunder for support twt teuthis for support oVe twt for help with scripting twt mateos for support bug report feedback thewolfteam.org Distribution / Copyright / Permissions Copyright (c) 2016 Devils Right Hand All rights reserved Authors MAY NOT use this level as a base to build additional levels. 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. A pc game Magazine may put it on their cover or notebook CD / DVD without asking me
  17. kate

    fa_bremen_final

    Version 1.0.0

    9 downloads

    Remake by =F|A=Smiley. Allied spies discovered details of an Axis plan to transport a fortune in gold to a more secure location. The Allies have planned an attack to intercept the gold during its stopover in Bremen Change Log (b1) Major Changes: - Added extra exit out of 1st Axis Spawn to reduce blocking. - Made building South of 1st Axis Spawn accessible. - Made balcony East of 1st Axis Spawn easily accessible with small corridor. - Made house accessible to help both allied in first stage and axis in last stage. - With that, I made exit out of house easier. - Added area to help axis during last stage. - Added room with ladder to first floor in house opposite to CP room. - Extended house opposite to CP room to come out next to keyroom. - Added room West to CP room. - Made stairs wider and created hole. - Added second door frame to CP again for less blocking. Also made North Western door frame wider. - Made courtyard easier to go about. - Re-did lower level of house North East of keyroom. - Lightened up corridor East to Truck and removed weird shape of it. - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. - Made truck room more balanced. - Added stairs all around keyroom to create a "more open feel". Minor Changes: - Removed clip from rooftop of middle house. - Removed hole from floor of middle house. - Added low wall to second floor middle house. - Raised wall looking over garage a bit in middle house. - Made balconies accessible. - Added Wooden Cover to arch. - Removed useless background effects for improved performance. - Replaced some spawns for both allied and axis. - Added clipping to stairs and unregular surfaces. - Added window to crossover above Main Gate. - Lowered table and moved rubbel for statisfying jump. - Moved wall a bit next to stair CP room. - Re-textured roofs, doors and some walls. - Lowered wall in hole to generator to not get stuck. - Removed useless clutter in keyroom. - Moved 1st Truck Barrier a bit. - Removed door in Western Wall of truck room. - Smoothened truck route. - Added small detail. - Caulked invisible faces of brushes for better performance. - Made door under bridge team door for axis. - Removed useless entities for better performance. - Re-textured CP room. - Changed loading picture. Change Log (b2) Major Changes: - Added corridor connection house North East of keyroom to corridor East of truckroom. - Bot waypoints added. Minor Changes: - Small bug fixes. - Changed clipping. - Added extra clipping to irregular surfaces. - Moved box in garage a tiny bit. - Tweaked mine spots all around the map. - Fixed texture load errors. - Readme file added.
  18. kate

    goldfinger

    Version 1.0.0

    9 downloads

    map: goldfinger longname: Goldfinger Final STATUS: Final Änderungen gegenüber Beta2: Hauptänderungen: + surfaceparm landmine aus Terraintextur-Shader genommen (s. Bugs) + Pong shading für Terrain hinzugefügt bzw. geändert Kleinere Änderungen: + Text in .objdata und .arena angepaßt + Funkmast auf Bunkergebäude "installiert" + Brennende Ölfäßer bei Aufzug Bugs: - Landminen arbeiteten leider nicht korrekt mit dem selber erstellten Terrain zusammen (~ET-Bug?) - Flugphase des Flugzeugs wurde unter bestimmten Bedingungen von einem Spieler abrupt unterbrochen :) (oben auf Garage mit Axis objective) Briefing: North Africa (Morocco), 1943. The Axis have stolen two Gold crates. The Allied ones must steal these Gold crates and escape with them to the Truck. Allies: Primary: - Steal the Gold - Construct a command post Secondary: - Construct a Ladder to Roof - Construct a Ladder to Gold - Construct a Stair to Gold Axis: Primary: - Protect the Gold - Construct a command post Secondary: - Construct a Guard Wall for entry to tower - Construct a MG42 for defense - Construct a Guard Fence to Gold German Language (Deutsch): Situation: Nord-Afrika (Marokko), 1943. Die Axis haben 2 wertvolle Goldbarren in ihren Besitz gebracht. Die Allierten müssen diese Goldbarren unbedingt in ihren Besitz bringen und mit dem Gold zum LKW entkommen. Allies: Primärziele: - 2 Goldbarren stehlen und in den LKW abliefern - command post aufbauen Sekundärziele: - Leiter zum Dach konstruieren - Leiter zum Goldraum hinunter konstruieren - Treppe zum Gold konstruieren Axis: Primärziele: - Goldbarren unter allen Umständen schützen/verteidigen - command post konstruieren Sekundärziele: - Schutzwand auf dem Hauptgebäude konstruieren - MG42 für Verteidigung konstruieren - Schutzgitter für Durchgang zum Gold konstruieren Special thanks: - Many thanks to Sock for his great skybox "emerald" :) URL: http://www.planetquake.com/simland - thanks to @CooperHawkes for his script hint for my map contact: eMail: FischCommand(AT)arcor.de Download/Infos/Screenshots: http://agent-de.org/ET/
  19. kate

    kerkyra_b1

    Version 1.0.0

    14 downloads

    Mapname : Kerkyra B1 BSPname : kerkyra Released: December 2016 Version : Beta 1 //Version 8 Map made by: -SSF-Sage and Pegazus from SM-Mapping Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered) Contact Pegazus : Pegazus @ splashdamage.com/forums SM-Mapping site: *Not active* Please contact us for any feedback, suggestions, constructive critisism, bug report etc. Story: In the year 1941 a group Italian archaeologists found a buried stash of ancient writings. One of the documents mentioned a lost mythology. It stated if an army chief used three charmed artifacts, his fighters would become invincible. These artifacts were the unstoppable Achilles' Sword, the impenetrable King's Crown and the Emperor's Chalice that gives drinkers bulls' strength. Another legend tells about an Empress bragging about similar items. The archaeologists believe the items are same and their secret unknown. A group of Axis soldiers is sent to inspect the Empress' old Palace at The island of Corfu. Objectives: Axis: 1] Escort the SdKfz 234 2] Breach the Palace Gates 3] Steal the Emperor's Chalice 4] Steal the Achilles' Sword 5] Steal the King's Crown 6] Escape with the SdKfz 234 7] *Side Objective: Destroy the Tunnel Door 8] *Side Objective: Establish a Command Post to gain Spawn Allies: 1] Stop them from escorting the Vehicle 2] Defend the Palace Gates from being breached 3] Stop them from stealing the Emperor's Chalice 4] Stop them from stealing the Achilles' Sword 5] Stop them from stealing the the King's Crown 6] Stop them from escaping with the Vehicle 7] *Side Objective: Keep the Tunnel Door intact 8] *Side Objective: Prevent Axis from establishing a Command Post Spawn Disclaimer: We can not be held responsible for anything. Credits: http://www.cgtextures.com "One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Avoc For a flower texture Rayban For an alpha tree texture GANG$TA For great bot files Achillion Palace For welcoming visitors Sage's Camera For working while needed Sage's parents For paying the holiday so many years ago ======================================================= Map testing: //////Big thanks to testing ///We owe you guys for all the help, testing and feedback! Members and players from: {WeB} Clan http://webclan.freeforums.org/ Dark Alchemy Community http://www.dark-alchemy.com/ UJE Clan http://www.ujeclan.com/ Ets| Community https://ets-clan.com/ Special thanks to: GANG$TA from {WeB} Clan Dogster from {WeB} Clan Old-Owl from DA Community Niek from [UJE] Clan Kate from Ets| Community Installation: Put the pk3 file into your Etmain folder. Uninstallation: Delete the pk3 file from your Etmain folder. Changelog: Concept2: -World First Playable: -Removed Flag from city -Added Vehicle -Made the gate not dynomitable FP2: -New route into palace (basement) -Tank blows a hole in the wall -Tank takes 2 nades to damage -New Health and ammo at the tunnels -Allies spawntime 10->15 -Timelimit 20->30 -Better signs -Objective not stealable before gate is blown -Changed some doors (force open etc.) FP3: -Timelimit split -> 20+10 -Tunnel door charge 1->0.75 -Moved Barriers FP4: -Added Axis CP at tunnel (active once gates are blown) -Moved tunnel door to the wine cellar -Moved tank start point closer to spawn -Removed timelimit split. Remove // to re-enable -Spawnpoint for Allies at the tunnel (until gate is blown) -Once Axis starts escaping Allies reclaim tunnel spawn FP5: -More varied bot files -Locations -Clipping and easying travelling -Small tweaks, cosmetics and optimisations -LMS script -Removed 60 entities for performance -Improved some routes and spawn exits -Changed Barrier #1 area for better coverage + new route -Added balcony MG and 3rd floor health&ammo for better defence B1: -Improved bot files -Allies regain tunnel spawn 1 spline earlier -Clipped some walls -Random minor fixes -Attempted improving of FPS at Barrier 2 area
  20. kate

    tm_lcity_b5

    Version 1.0.0

    22 downloads

    Map by: [email protected] / TOMPL , You can catch me on W33Dsmok3rs , mafiacrime , BBA and forum splashdamage Site: http://tompl.isgreat.org Objective: Axis - 1. Escape from jail and destroy main gate 2. Capture Forward spawn 3. Destroy Main church gate or window 3. Destroy objective under church in basement Allies - defend gate, foward spawn, main door in church objective. Thanks: - OSK clan - Old SChool Killaz for help - =818=MickyP[MW] from Omnibot
  21. Version 1.0.0

    7 downloads

    // Axis Objectives 1 "Primary Objective:**Destroy the Safe!" 2 "Primary Objective:**Steal the Combat Maps!" 3 "Primary Objective:**Open the Garage and deliver the Combat Maps to the Truck!" 4 "Secondary Objective:**Build the Ladder to get another way to the Safe!" 5 "Secondary Objective:**Destroy the Defence Bars to get another way to the Safe!" // Allied Objectives 1 "Primary Objective:**Protect the Safe!" 2 "Primary Objective:**Don't let them steal the Combat Maps!" 3 "Primary Objective:**Protect the Garage with the Truck and don't let them escape with the Combat Maps!" 4 "Secondary Objective:**Destroy the Ladder to block one of their ways to the Safe!" 5 "Secondary Objective:**Build the Defence Bars to block one of their ways to the
  22. kate

    western_b1_5

    Version 1.0.0

    5 downloads

    Mapname : Western B2 BSPname : western Released: Beta 1 Version : Test Target player count: 1-20, supports up to 64 Gametypes: Objectives, Last Man Standing, Omnibot, Frag, 1on1, Trickjumps, Fun & games, Practise skills Map made by: -SSF-Sage from SM-Mapping Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered) SM-Mapping site: http://www.hot.ee/smmapping/ Please contact me for any feedback, suggestions, constructive critisism, bug report etc. Story: Sheriff has put some Sabio Gang members in Jail after a long night of committing hostile deeds. The Gang in dark coats is up to free their Fellows. If you decide your Fellows deserve their nights in Jail you can find multiple other ways to entertain yourself in the lovely Western town of Pegaso Pass. Objectives: Axis: 1] Destroy the Gunsmith's door 2] Steal two packs of Dynamite 3] Steal a Detonator 4] Prepare the Detonator! 5] Activate and defend the Detonator for 30 seconds! Allies: 1] Don't let them destroy the Gunsmith's door 2] Don't let them steal two packs of Dynamite! 3] Don't let them steal a Detonator! 4] Don't let them prepare the Detonator! 5] Disable the detonator before the 30 second timer runs out! Recommendations: Use g_moverscale 1 (default value) or otherwise the Cart will not work correctly. Use pmove_fixed 0 and normal settings. The trickjump is tweaked to regular server. Disclaimer: I can not be held responsible for anything. Credits: Pegazus For some assets provided for use in this map. Also great help on sketching, planning, testing and general support. [UJE]Niek Horse Map testing: Big thanks to testing I owe you guys for all the help, testing and feedback! Members and players from: {WeB} Clan http://webclan.freeforums.org/ Dark Alchemy Community http://www.dark-alchemy.com/ Ets| Community https://ets-clan.com/ Special thanks to: Pegazus from SM-Mapping o-0._.0-o from |>B<| Community GANG$TA from {WeB} Clan Old-Owl from DA Community Kate from Ets| Community Installation: Put the pk3 file into your Etmain folder. Uninstallation: Delete the pk3 file from your Etmain folder. Changelog: Beta2: -More cover to cut straight paths and better spawn exits -Two new rows of houses added to stop camping -More routes to objectives -Removed and widened Church doors -Limit trickjump area access during objective play -Fix crash bug on detonator -Removed detonating by jump -Only axis can arm and allies disarm the detonator -Added routes etc. features for Omnibot -Detonation time 30secs->35secs
  23. _saberpeak_final_nightsky his mini-mid gives MLB Temple a new sky. Skybox made by Avoc @ eft-clan.com If you use a changed mapscript for MLB Temple, you have to add the following into the mapscript, otherwise it won't work. remapshader "textures/mlb_temple/lowskybox" "textures/arabian_nights_temple/arabian_nights_temple_sky" remapshaderflush Please take a look into "maps/mlb_temple.script" of this pk3 if you don't know how to do it. ~ Berzerkr (GER)|#WolfMap.de Please note that I had to rename the textures, folder and shader of the skybox, because there was not fitting exactly into the map and to prevent problems with other maps. If you want to use the skybox in your own map or mod, please download the original content here: http://www.splashdamage.com/forums/showthread.php?t=18033 "Arabian Nights" - skybox by Avoc @ eft-clan.com Instructions: 1. Place the "Arabian Nights" folder (containing the pictures) into your etmain/textures/ folder. 2. Place the "arabian_nights.shader" in your etmain/scripts/ folder. 3. In your shaderlist.txt add "arabian_nights" at the bottom. 4. You are ready to go! :) Remember, I saved the different pictures with maximum quality. For that reason they are quite large in size. They will add alot to your .pk3 if you do not resave the .jpg under a stronger compression. It is possible to cut the overall filesize down to around 1mb without any noticable quality hit.
  24. Version 1.0.0

    26 downloads

    MAP Name: Saberpeak Game: Enemy Territory Version: Final Author: NOP Website: http://home.comcast.net/~saberpeak/ Date: August 11, 2004 INSTALLATION INSTRUCTIONS Place saberpeak_final.pk3 inside the etmain folder in your game directory. ETPRO INFORMATION To have command icons not appear outside compass in servers running the etpro mod download saberpeak_etpro.pk3 from the map website and place it inside your etpro folder in your game directory. IMPORTANT: Do not place saberpeak_etpro.pk3 in your etmain directory. If you do your comand map icons will not show up in servers that are not running etpro. MAP DESCRIPTION A small secluded beach resort proved to be the ideal place for the axis to establish a secret docking station for their u-boats. Surrounded by very tall cliffs, the small Saberpeak gulf is well hidden from prying eyes and unwelcome visitors. A small group of allied forces were sent on a mission along the coast to find the secret base and destroy any u-boats in its hangar. This will prove quite difficult since the axis have heavily fortified the resort turning it into an impenetrable fortress. To make things even worse an ammo shipment sent to supply the allies assault boat was intercepted by the axis leaving the allies severely weakened. RECOMMENDED NUMBER OF PLAYERS: The map has a lot of open spaces and it was meant to be played with a large number of players. Personally I recommend a minimum of 15 and a maximum of whatever your server can handle before it goes up in flames. That being said however, it's up to you. OBJECTIVES: ALLIES: Primary: 1)Escort the assault boat to the old dock. 2)Steal the ammo from the truck and load it onto the boat. 3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance. 4)Destroy the submarine. Secondary: 1)Destroy the side wall 2)Construct the command post AXIS: 1)Don't let the allies steal the ammo. 2)Stop the boat from destroying the resort gates. 3)Protect the submarine. Secondary 4)Construct the command post. KNOWN ISSUES 1) There is a small bug where if the boat gets damaged while it is destroying the boulder blocking the side path and an allied player is on the boat during this time, the boat will not be repairable even though it is damaged. To fix this bug the allied players have to get off the boat until the boat becomes repairable (which should take about 1 or 2 seconds). 2) Because the map is so big there are certain limitations imposed by the game. These have to do with the maximum distance a projectile can travel which is 8192 game units. Although this distance is very large, there are certain points in the map where you can see this far (and probably more) which means that if you shoot at a player further than 8192 units your bullets simply wont reach. This restriction doesn't apply to scoped weapons. Thanks to everyone at the splash damage forums, the best forums I've come across online. Thanks to splash damage for their great game and the great support that they provide to the mapping community. In particular special thanks to sock for all his tutorials, LDR revisions and for always answering questions no matter how stupid they were. Thanks to ydnar for the amazing work with q3map2. Without the great features he's added to the compiler this map would not have been possible. Thanks to all the people who played the beta version and mailed me suggestions and reported bugs. Please keep supporting custom maps and the modding community. ********* This map can be distributed freely as long as this readme file accompanies it. This map or its contents cannot be distributed or used in any way for profit. Your are free to use any brushwork or models from this map as prefabs for your own maps. Visit the release website to obtain the source files and info on how to use them. Please read the notes on the naming conventions to eliminate any conflicts with file names etc. DONE. This mapper is now officially on a nop loop awaiting an interrupt.
  25. kate

    sandheli01b

    Version 1.0.0

    18 downloads

    Author : Antti "seven_dc" Suuronen Email address : seven_dc@hotmail Map Information Game : Return to Castle Wolfenstein: Enemy Territory Title : sandheli01b Filename : sandheli01b.pk3 Release date : 20.12.2003 Decription : Year 1945, The axis has developed a new secret weapon: the assault helicopter "Sandheli". The allied intelligence have located the prototype building site and make crucial move to destroy the axis helicopter. Program : SD Radiant 1.3.12, q3map_2.5.12 unstable. Build time : meta 126 s, Vis 253 s, light 336 s Compile time : 45 minutes Compile machine : AMD 1800+ XP, 512mb Installation : Place the sandheli01b.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map sandheli01b. "Year 1945, The axis has developed a new secret weapon, the assault helicopter Sandheli. The allied intelligence have located the prototype building site and make crucial move to destroy the axis helicopter." // Axis Objective Descriptions 1 "Primary Objective:**Build the commandpost." 2 "Primary Objective:**Defend the north wall." 3 "Primary Objective:**Defend the south wall." 4 "Primary Objective:**Defend the Helicopter at all costs." // Allied Objective Descriptions 1 "Primary Objective:**Build the commandpost." 2 "Primary Objective:**Destroy the north wall" 3 "Primary Objective:**Destroy the south wall." 4 "Primary Objective:**Destroy the helicopter." ------------------------------------------------- Special thanks to ------------------------------------------------- Sock at SD forums for technical help. Drakir for prefabs and tutorials. Go_Gerbil for textures and comments. S.S Herpie for hosting the alpha tests. Ifurita for his excelent tutorials! RedFella for comments and new site http://www.levelsource.com Slippery Jim for News Miso "mwing" for playing Aleksi for beeing my son joop sloop for pillars! * See the map itself ------------------------------------------------- Copyright © 2003 Antti Suuronen 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.
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