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kate

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Everything posted by kate

  1. Version 1.0.0

    7 downloads

    This is Final version of Document Raid map. It's avaible in Wolfstuff's download section at www.wolfstuff.org Map Objectives Allied: Primary: 1)Repair and escort tank in position 2)Steal Docs and take them back to tank 3)Escort tank back home Secondary: 1)Build CP (gives extra spawn) 2)Build and protect bridge to allow tank pass it Axis: Primary: 1)Stop Allies stealing the tank 2)Slow down tank 3)Protect Docs 4)Stop allied team escaping with docs Secondary: 1)Build CP (gives extra spawn) 2)Keep bridge unbuild and sacthel it if it's built CREDITS All people involved testing the map and who gave me nice feedback about map :) BattleRat for placing very buggy first test release on public server to get it properly tested. J4M32 for advicing me with pk3 package thingys and all stuff that should be inside package. He also compiled first versions of the map before i got my radiant working properly. Polter for pointing some major bugs and gameplay problems in early versions. Anakin for some nice ideas for map :-P also made me realise few more bugs and how to solve them :) Creators of all tutorials i used to learn mapping :-) Some REALLY nice help in them.
  2. kate

    dm_metro_te

    Version 1.0.0

    11 downloads

    Author : Qualmi Location : Germany E-mail : [email protected] Game : Wolfenstein - Enemy Territory Date : 24.03.2009 Information Metro: Deathmatch. Credits - SD for this great game - the ppl of radiant - Texturemakers - The ppl who created all those tutorials: http://s49.deinprovider.de/vbarticles.php http://www.pythononline.co.uk/et/tutorial.htm http://www.nibsworld.com/rtcw/ me also wrote a german scripting tutorial. check it out: http://s49.deinprovider.de/showthread.php?t=15892 - Berzerkr for offering and remaking the commandmap - Splashdamage forum for all the help
  3. Version 1.0.0

    14 downloads

    Mapped by : HeX|Fate Game : Wolfenstein Enemy Territory Title : Distillery Beta 2 Filename : distillery_beta2.pk3 Release date : 24.12.2011 Installation : Place the distillery_beta2.pk3 to your etmain folder. You may have to raise your com_hunkmegs from the default "56" to atleast "128" Requirements : ETjump 2.0.0 and UP ------------------- Geeky stuff ------------------- Final compiletime : 1536 seconds Final BSP size : 19.1 MB (20111472 bytes) Total Brushes : 22923 of 32768 Total Entities : 1677 (Func_group included) ------------------- Visit HeX at www.hex.ee CREDITS Thanks to Zero for making ETjump. Thanks to Avoc for high quality skybox. Thanks to ischbinz for player model. Thanks to Sock for making such great textures and plant .ase files.
  4. kate

    dutchhaze-v2

    Version 1.0.0

    16 downloads

    Made by : Blowfish Date : 25-03-2009 Dutch Haze : Allies have to destroy the power generator to the bunker forcefield. Then blow the bunker doors to the golden joint. Fight your way trough the streets and canals of Amsterdam. Dont get stoned on your way to the objective private ! Move..... Credit for models - Made by Detoeni DT Opelblitz model Special Thanks to : Sylar The one who teached me how to map and helped me out manyyy times... He also made the waypoints for omnibot and tweaked the entire map. Scotchii* He made two of the houses. Magic (www.magics-territory.com) He made the nice Church and used some textures of Mitchell. The window was changed by me again, to look more Amsterdam. Splashdamage forum (www.Splashdamage.com) For all the people helping eachother create maps and helped me create transparent windows. 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. Like the good RSS feeds and prefab section. And also for the better Dutch Flag. Niek For getting me a new skybox, improved forcefield, some nice girls for the red light district, better lighting and more... All the Blackops members who helped me testing and debugging.
  5. kate

    duel_site

    Version 1.0.0

    13 downloads

    Released: Final Version, 19th January 2008. Map made by: {SSF}Sage Contact Sage @ [email protected] Introducion: Duel Site is a small valley, with 2 cottages and a destroyed concrete building between them. The cottages are team spawnpoints. The map has been designed for duel (1vs1) but it can be used just to fool around with even 3vs3. Ideas behind the map: To produce nice look with good atmosphere on good fps. You'll be the judge. :) A little more practise on making a terrain by hand. To give both teams no advantage, the reason why it's so symmetric. Little map with a few trickjumps.. ;) And the most important: to have fun. Objective system is quite simple: kill the enemy.. Tips: Use the rocks, bushes and trees to hide your self. Rocks are good for cover. Use the concrete building. It's a good place to go around the corners, go in and shoot from there etc. Credit: Rayban for the foliage models ]UBC[ McNite and Obsidian for shader help SD for the game etc.
  6. Version 1.0.0

    79 downloads

  7. Version 1.0.0

    17 downloads

    AME: ET Domination patch version 1.1 Release: 050716 INSTALLATION Right click and drag the zip file to your ET folder and select extract here. The folder should be created on the same level as ET.exe and etmain, NOT inside etmain. Create a shortcut from et.exe, right click on it and select properties, change "c:\path\to\et.exe" to "c:\path\to\et.exe" +set fs_game domination *** CLIENT CVARS AND COMMANDS **** dom_muzzleflash (default value 1) Enable/Disable muzzleflash dom_drawTeamScore (default value 1) Draws the team score on the hud. dom_altHud (Default value 1) Use alternative hud. dom_hitSounds (Default value 1) Use hitsounds. set to 1 for body and head shot sound. set to 2 for only head shot sound. dom_drawTeam (Default value 1) Draws what team your in. dom_drawWeaponTrace (Default value 2) 0 weapon traces disabled 1 Only others weapon traces 2 All weapon traces enabled class <s|m|e|f|c> <weapon #> New command added for class selection scripts (or just type in the console). s,m,e,f,c stands for soldier, medic, engineer, field ops, covert ops weapon # is the same as the number in the limbo menu. *** SERVER CVARS **** scoreLimit (default value 0) Score to win the game, can be used with g_timeLimit g_intermissionTime (default value 60) How long the intermisson screen will stay in seconds before next match will start. g_ballVelocityScale (default value 1.0) Scale the velocity of the ball for longer or shorter throwing distance. g_tackleDistance (default value 96) The maximum allowed distance for tackling a player. 0 to disable. g_tackleForce (default value 500) How much force you push a player with when tackling. g_allowTeamPass (default value 1) Allow direct passes to team mates without actually throwing the ball. As with throwing, the maximum pass distance is affected by how long you "prime" the ball. g_passDistance (default value 0) g_passDistance overides the passing "primed" balls and sets a maximum pass distance. g_weaponRestrictions (default value -----) Used for limiting the following weapons: 1: Mortar 2: Panzerfaust 3: Flamethrower 4: Mobile Mg42 5: Riflegrenade - means no restriction. 0-9 number of allowed weapons per team. g_weaponRestrictions -2--0 would mean max 2 panzers and no riflegrenades. See the number order above. The old g_heavyWeaponRestriction is now only used for limiting airstrikes. g_maxTeamLandmines (default value 10) Used for limiting number of allowed landmines per team. g_maxFiresupport (default value 60) Max amount of airstrikes and artillery strikes allowed per team, 0 to disable. g_noFireTime (default value 500) Delay in ms after throwing the ball that you can't fire. g_noWeaponFire (default value 0) If set to 1 no weapon can be fired, makes the powerball game a bit different.. g_flagStay (default value 0) If set to 1 the flag will not return to base when walking over it but will return automatically after 30 seconds. g_powerballRegen (default value 5) The ammount of HP the ball carrier will recive per second. Max regeneration is 80% of max health. Medics will only recieve this regeneration when having the ball. vote_allow_config (default value "") Allow configs to be votable. vote_allow_config "*" would allow voting for any config, vote_allow_config "" would completely disable config voting, vote_allow_config "config1 config2 config3" would allow config1 (i.e. a file called config1.config), config2 or config3 to be voted, but not config4 or clanwar.config or whatever. vote_allow_scorelimit (default 0) Allow scorelimit to be votable. g_realHead (default 1) Enables ETPros real head hitbox code g_team_maxSoldiers (default value -1) Limits the soldier class -1 No limit g_team_maxMedics (default value -1) Limits the medic class -1 No limit g_team_maxEngineers (default value -1) Limits the engineer class -1 No limit g_team_maxFieldOps (default value -1) Limits the field ops class -1 No limit g_team_maxCovertOps (default value -1) Limits the covert ops class -1 No limit g_configDirectory (default value "configs") Set the folder to store pluggable configs "" to diable g_mapScriptDirectory (default value "mapscripts") Sets the folder to store custom mapscripts "" to disable **** SERVER CONFIGS **** Server configs as in ETpro is supported, dump them in the configs/ folder. Structure looks like this: configname UGL-3V3 init { global cvar settings goes here.. } map default { default cvar settings for all maps goes here.. } map dom_base { map specific cvar settings goes here... } Save file as <name>.config. /ref config, /rcon config or /callvote config will show you a list of available configs set <cvar> <value> for standard cvars. setl <cvar> <value> for cvars you want to lock during game. command <command> for server commands like reset_match (command "reset_match"). /sv_cvarempty to clear locked cvars /vconfig to see list of locked cvars In a config use sv_cvarempty and not command "sv_cvarempty". If this is the first line in your config, command "" are not executed at once meaning that it will be runned AFTER the config has been read in. Version 1.1 * Unfixed the one stab gib kill on player waiting for medic. Silly me to fix it. * When dom_muzzleFlash was 0 no flames where drawn when having flame thrower. * Garand can now be reloaded mid clip. * Medic syringe didn't hit wounded players in certain situations. * Team bug fixed. Shooting at enemy played friendly hit sound, got team kill message when killing enemy. Bug caused by code awarding bonus points when defending goal. * Linux client bug, crashing out with a WM_Create failed fixed. * class command like in ETPro implemented. * Ball could get stuck under the water tanks on dom_hill * Fixed scoreboard when in limbo, the scoreboard showed the dead players score as the one he spectated. * Fixed powerball/flag icon in scoreboard that moved class name etc to the right * Added assists to the +stats * Fixed a bug with intermission awards where "best assister" and "best base defender" showed up on the same line. * Several game sounds did not play, like flag/ball returned to spawn location Version 1.0 * Code updated to 2.60. * Name change! Now called ET Domination, didn't want to limit the mod just to powerball, especially now when it has ctf too. * hitsounds implemented. * Speaker announcer implemented (fight! etc) * Tackle implemented, stealing the ball from the carrier in Powerball. * If you're within a certain distance you can "hand over" the ball to a team mate. * Hud updated to show who has the flag or the ball. * Added TEAM AXIS or TEAM ALLIES in the hud in in red and blue to make it more obvious what what color their team has. * CTF added, with proper scoring for assists, defence etc. * CTF Flag models created. * All maps supports both game types. * Some of the standard maps support the new game types, more to come (oasis and fueldump for now). * New fancy menus. * New fancy loading screen. * New fancy ball model. * Ball velocity tweaked. * ALL maps can now be made to work as a CTF or Powerball map with the new map script commands "create", "remove" and "set" (set was already available in et 2.60) * Pluggable config files implemented like in ETPro. * Several of the key functions like throwing velocity, tackle, passing etc is changeable with a cvar. * There's also a cvar that might be a fun twist to the game, g_noWeaponFire. With it enabled, the only way to get the ball is to tackle your opponent. * g_weaponRestrictions, limits all heavy weapons and rifle grenades. * g_maxTeamLandmines, limits landmines (duh) * g_maxFiresupport, limits air- and artillery strikes. * XP removed, you know get the score but not the upgrade levels. * added dom_muzzleFlash cvar 1/0 * Balanced k43/garand, difference in reload etc. * Fixed bug in throwing code that could trigger off several EV_THROW_BALL events at the same time * Fixed scoreboard bug with duplicated playernames if > 32 players. * Backstab knife damage on players waiting for medic exploit. * Stats implemented for game types in +stats and intermission. * New intermission awards implemented for the game types. * ETPro's realHead code implemented, thanks a lot for making this code public Zinx Verituse! * Body hitbox made more close to ETPro. * The maps have been updated to suit competitive play better, moved spawn points, adjusted respawn times etc. * New map added, dom_steelplant, map made by Drakir, converted by me to suit ctf an Powerball. * Class limitation implemented, changed limbo to reflect available classes, buttons become gray if not available. * Added new changeable cvar settings to the ref and vote misc menu. * Weapon spread when fireing will be as if having light weapons level 4. * g_fear implemented (thanks ETPub) if you self kill within g_fear time it will give the kill to the last player who hurt you and write out a "was scared to death by" message. * Added dom_muzzleFlash to enable/disable weapon muzzle flash. * Added dom_drawWeaponTrace to draw weapon traces from others, everyone or none * Added assist score in PB
  8. kate

    c_t_g

    pappy is not this way to add the bots files i will do not worry
  9. 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. kate

    ets psychopappy

    I think so cuz the name of the pic is with your name and we don’t have an other Pappy around since our older rar pappy had an horrible accident and had to stop to play,
  11. kate

    ets psychopappy

    i found this old pic and it is named pappy :p
  12. Version 1.0.0

    6 downloads

    Map sources codes for mappers
  13. View File mlb_beach Map sources codes for mappers Submitter kate Submitted 07/04/2020 Category ET Sources + Sources Maps
  14. Version 1.0.0

    6 downloads

    map sources codes for mappers
  15. View File mlb_bayraid map sources codes for mappers Submitter kate Submitted 07/04/2020 Category ET Sources + Sources Maps
  16. Version 1.0.0

    7 downloads

    map sources code for mappers
  17. View File jungle_trees map sources code for mappers Submitter kate Submitted 07/04/2020 Category ET Sources + Sources Maps
  18. Version 1.0.0

    11 downloads

    map sources code for mappers
  19. View File citadel_obj map sources code for mappers Submitter kate Submitted 07/04/2020 Category ET Sources + Sources Maps
  20. Version 1.0.0

    15 downloads

    Dingenskirchen B7 Release Date: MARCH 2020 http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute This map started as a collaboration between phisherman and me and was created as a tribute to the good old times of RtCW. We hope it will bring back some memories to the old-schoolers among you. NOTE: Dingenskirchen beta 3, 4, 5 and 6 were semi-private releases for playtests on UJE, which is why they were skipped in the public release versioning. -----Story----- December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany. In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders. Allied intelligence wants these plans destroyed before they can be distributed to the front line. -----Beta 7----- • One area of complaints about the second beta were still low FPS in certain areas, which rendered the map unplayable with larger player counts. Due to the initial openness of the map, a substantial rework of the basic layout and terrain was necessary. It was an intentional design choice to keep the castle visible in both outer parts of the map. The castle Bergfried has been closed off, because players would have terrible performance on top of it. • The castle interior has received another complete makeover to streamline the gameplay flow further. • We have also received complaints about the Nazi symbolism in the map. While it was a design decision to keep them in the first two beta versions, we have decided to remove swastikas in this beta. The red banners have been replaced with red curtains, which hopefully preserve some of the original atmosphere. -----Thanks to----- • The UJE clan for play-testing beta 1, 2 and 3 and 4 on their server and substantial feedback. • acQu for his most amazing blender model tool enabling the display of the officers in the conference room. • ryven, acQu and thunder for helping debug the officer models. • WuTangH for his superb suitcase and light models. • Mateos for omnibot waypoints. • ryven and hatcher for gameplay feedback. • hatcher for support for 'floodlight' map lighting. • ischbinz for direct support and his most awesome Tiger Tank. • Backsnipe for his eagle model + direct support in beta1, suggestions & feedback. • FireFly for direct support in beta1 + textures. • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool. • Detoeni for the animated Tiger tag from Breakout 2. • hipshot for his "stormy days" skybox. • WL6 for textures. • McNite for textures. • Diego for textures. • The {WeB} clan for play-testing beta 1 and 2 on their server. • Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map possible!
  21. CHROME For 20 years, Flash has helped shape the way that you play games, watch videos and run applications on the web. But over the last few years, Flash has become less common. Three years ago, 80 percent of desktop Chrome users visited a site with Flash each day. Today usage is only 17 percent and continues to decline. This trend reveals that sites are migrating to open web technologies, which are faster and more power-efficient than Flash. They’re also more secure, so you can be safer while shopping, banking, or reading sensitive documents. They also work on both mobile and desktop, so you can visit your favorite site anywhere. These open web technologies became the default experience for Chrome late last year when sites started needing to ask your permission to run Flash. Chrome will continue phasing out Flash over the next few years, first by asking for your permission to run Flash in more situations, and eventually disabling it by default. We will remove Flash completely from Chrome toward the end of 2020. If you regularly visit a site that uses Flash today, you may be wondering how this affects you. If the site migrates to open web standards, you shouldn’t notice much difference except that you'll no longer see prompts to run Flash on that site. If the site continues to use Flash, and you give the site permission to run Flash, it will work through the end of 2020. It’s taken a lot of close work with Adobe, other browsers, and major publishers to make sure the web is ready to be Flash-free. We’re supportive of Adobe’s announcement today, and we look forward to working with everyone to make the web even better.
  22. kate

    ets psychopappy

    ofc he hides when he is destructing maps
  23. Version 1.0.0

    12 downloads

    File name : chariot_120.pk3 Map name : chariot Version : 1.2.0 (Created Oct 2007) Authors : 2Bit and Avoc (www.tibetclan.com and www.eft-clan.com) Description : In 1942 the greatest threat to allied shipping was the mighty German battleship, Tirpitz. Her vast size meant that the only dock on the Atlantic seaboard that could accommodate her was at St Nazaire. So Operation Chariot was born, its mission to blow up the dock and neutralize the threat of the Tirpitz. The game commences with the allies having rammed the south gate with the destroyer HMS Campbeltown. They must now attempt to destroy as many of the 6 main dockyard facilities as possible. There are 6 objectives to destroy, with victory being achieved to differing degrees at game end: 0-1 objectives destroyed DECISIVE Axis victory 2 objectives destroyed Major Axis victory 3 objectives destroyed Marginal Axis victory 4 objectives destroyed Marginal Allied victory 5 objectives destroyed Major Allied victory 6 objectives destroyed DECISIVE Allied victory The map is very open and the allies can attack the objectives in any order - however, for the sake of gameplay, they don't have it all their own way. The Allies must deliver a demolition charge, taken from the ship's hold, to any objective before it can be dynamited and destroyed. Two demolition charges are initially available, and when the first two objectives have been destroyed, another two demolition charges are made available in the ship's hold. When the fourth objective has been destroyed, the final two charges become available. This allows the allies to choose their targets, but limits them to attacking up to two at a time. In addition, the axis have two barracks for their spawning. One is near 3 objectives and the second near the other 3 objectives. Axis players always spawn in the South Barracks, but have a passage that links the two barracks instantaneously - that is, an axis player at the South Barracks can move immediately (teleport) to the East Barracks and vice versa. This is like having a choice of 2 spawn points, but without the bother of selecting them on the command map. To guide axis players to the objectives under threat, there are ingame command maps in each Barracks. Indicators on these maps show which objectives are under attack, and which ones are especially in danger because demolition charges have been placed. By checking this map on spawning, axis players can take themselves immediately to the action. v1.2.0 Changes: 1) Improved end game display so that the degree of victory can be seen. 2) Fix to prevent carried obj icon from being visible through walls. 3) Map timing changed to start at 10 mins with +2 mins per obj destroyed. v1.1.0 Changes: 1) A Battle map has been included inside the ship, so that Allied players can see which objectives have been destroyed, which have had demolition charges placed, and which remain as targets. 2) Time limit reduced from a maximum time of 25 mins, to 21 mins. Installation: Put the pk3 file into the etmain folder. Num players : recommended 6+ per team, the more the merrier. 2Bit maps (available from www.pythononline.co.uk/et) site down now Breakout Glider TankBuster British Bulldog 2tanks 6flags 110 Factory Ludendorff Bridge Tiger Chartwell Cluedo 2Bit conversions Radar Summer Battery Recharged RTCW Depot 2 Avoc maps Nemo Gamemodes : Objective, Stopwatch. Thanks to : Splash Damage and Activision for the best (free!!) game ever released. Drakir, Iffy, Detoeni, Ausman, redRum, Kat, RayBan, StormShadow, Massive and Zenith-ply for the excellent models and textures that make all the difference to how the map looks, plus any others whose models/textures have been included without our knowing the original source, but thanks anyway.
  24. kate

    ets psychopappy

    look what he been doing at Goldrush map lol how did you want to move the tank now
  25. kate

    over_the_top

    Version 1.0.0

    8 downloads

    Authors: Hyrtwol & Doromir allied "Steal the gold from the castle." axis "Don't let them steal the gold from the castle basement." neutral "Over the Top.*The Axis has stolen the gold reserves from the bank of Denmark. Your job is to secure the gold and get it out of the valley. // Axis Objective Descriptions 1 "Primary Objective:**Prevent destruction of the security door." 2 "Primary Objective:**Prevent the Allies from building the ramp." 3 "Primary Objective:**Prevent them from stealing the truck." 4 "Primary Objective:**Dont let them dynamite the castle basement." 5 "Primary Objective:**Prevent intruders in stealing the gold." 6 "Primary Objective:**Dont let them open the tunnel gate." 7 "Primary Objective:**Prevent the Allies from driving the truckload through the tunnel, and out of the valley." // Allied Objective Descriptions 1 "Primary Objective:**Dynamite the security door." 2 "Primary Objective:**Build the ramp." 3 "Primary Objective:**Steal the truck." 4 "Primary Objective:**Dynamite the castle basement." 5 "Primary Objective:**Steal the gold." 6 "Primary Objective:**Open the tunnel gate." wm_objective_allied_desc 7 "Primary Objective:**Drive the truckload through the tunnel, and out of the valley."
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