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  1. Yesterday
  2. good eveneing we have to hope you're right La grenouille ☺️
  3. I saw he was playing so i connected and... he stopped playing, then joined spec and came back as medic and he did no SK... So I supposed he has read this post... Maybe this will be enough to make him understand that there are some basic rules to respect and annoying people shouldn't be a way to have fun...
  4. Version 1.0.0

    2 downloads

    No information on this map
  5. Version 1.0.0

    2 downloads

    beta_1* objective is to kill your enemy !!
  6. Version 1.0.0

    2 downloads

    _/_/_/_/_/_/_/_/_/ _/ _/ _/ DeathShaft _/ _/ _/ _/_/_/_/_/_/_/_/_/ I do not allow changes in this map. Map created by 'Just!ce. This is my second map. Special thanks to: - Yodh and - [NM] - wezelkrozum - {SSF}Sage At the Splash Damage forum. Contact: MSN: antonh_8@hotmail.com Xfire: antonh1
  7. Version 1.0.0

    2 downloads

    Download pk3 name: bhop.pk3 Map name: BHoP.bsp Description: Allies and Axis just have to make as many frags as possible.
  8. Last week
  9. Player name : : Inforc3r 3:16 or Inforc3r
  10. Good evening Thank you for your reply and indeed it should be banned
  11. Version 1.0.0

    2 downloads

    ,-. , ( {o\ {`"=,___) (`~ \ ,_.- ) jgs ~^~^~^`- ~^ ~^ '~^~^~^~ map 1v1DM Tournament Edition Objective : kill your enemy ! Rules : Only fieldops no airstrike no fire for effects. source Te_valhalla modified by JoOx www.imperial-team.net #imperial-team
  12. Version 1.0.0

    3 downloads

    ============================================= ============= 1v1 Garage Readme ============= =============================== by Th0rn3 === ============================================= Map name: 1v1 Garage BSP name: 1v1_garage Type: Deathmach Version: ESL mapping contest First Playable (V1.0) Date: 2009-01-24 Credits: Map maker: Th0rn3 Command map: Pegasus (he deserves a BIG FAT credit here, thanks, man) and Th0rn3 (making final bits like text and stamp) Testers: Th0rn3 Pegasus IndyJones Nevloow Bugs, suggestions, anything? Just email: rytis.tekorius@gmail.com I am always willing to help at Splash Damage: th0rn3 Catch me if you can at Skype: Ryttzz If you like spending money, you can call me: (+370)-63-83-63-38 (English or Lithuanian, please)]
  13. @lost I think that maps goes atually very fast when most goes under medic and then example everyother class players have exmple 1 each... Because if other team has more even set players like 3 fops 3-4 engi 5medic 4covert and 2-3 soldiers. Think that kind of team will beat team which has 1 fop 1engi 1 covert 3-4 soldiers and 10-12 medics.. Why? because that other team has less players who can set or defuse dynamite because if diffrence between some class is 1 vs 2 or more then that 1 has really no chance.. and because team ammo sharing isnt so effective.. BUT FACT is good medic player is very good until they notice that their ammo clips are empty ( doesnt matter was it others savin and good syringe using medic or rambo fighter who just shoot and cares just his/her own personality).. Your right when saying outstanding skills that there many who is soo good.. Well I'm not so good and thats the reason why I mostly switch between player classes but still very rare pick medic class.. I just got on my mind that what people say if players are having in every spawning 90 rounds bullets and full clip. And pistol/luger 48 and full clip in all classes.. Then bullets doesnt end so fast.. Because I understand that people want to fight mp40/thompson fights or pistol battles.. <<<<<======== IDK, maybe weird idea.. Just came into my mind..
  14. 🐰Easter Event 🐣 Hide & Seek With Easter coming up, it's of course time for an 'egg' hunt. We hope to see you at our Hide&Seek event! Don't forget to join our Discord voice channel if you want to! Server: 217.182.198.231:27970 Date: Saturday the 23rd of March (next Saturday) Time: 8PM CET (check the timezone converter for your local time)
  15. @chaussette The player is Inforc3r, he spawnkills with all the means he can: arty, airstrikes, light weapons... And when you say he is SKing, he answers "is good", and does it more again... So there is a problem of behaviour as he knows he does wrong but insists and use irony... This player should be banned IMO
  16. Version 1.0.0

    4 downloads

    -------Map info---------> 16/12/05 Title: X-factory File: xfactory.pk3 mapname: X-factory Author: s7ven ---> #s7ven or #cfet ! Build time: 9 weeks ------------------------> ------Instructions------ Map for Wolfenstein : Enemy Territory Place xfact_b3.pk3 into you &quot;Wolfenstein - Enemy Territory\etmain\&quot; directory. Gamemodes supported: Objective, stopwatch. LMS not supported ---------Tools----------> -GtkRadiant 1.4.0-ET -Q3map2 -Photoshop CS -http://easymapping.free.fr/ ---------Thanks---------# -Splash Damage and Activision for the free game! -D3vi4nt, Killerman, K!ller, Aniki, D3vils, Marcus, Ry4n, Apogee... and a lot of others ET players for Beta Testing et bugs reports! -All mappers of http://easymapping.free.fr/ -My team and ex teams and their members : fk (#fk.et), KLR, Docters (#Doc.et), GoC (#GoC*et), TFW (#fusion.wolf), FoS, Army... -Spécial Thanks to D3vi4nt for the tracemap
  17. It is hard to compare lvl on nitmod server to the main server. Playing 25 vs 25 cause making objective nearly impossible. From my perspective: im playing medic all the time. I enjoy fragging etc BUT I know how to use needle etc. So when i see players in my team with low health or someone who is not gibbed I'm always trying to heal them before taking any action against enemy players, but in some situations I choose to fight first than heal (for example when obj is endangered). And back to the words about servers lvls. On the main server there are many players with outstanding skills, usually it is not possible to lockone team in the spawn, ofc there are many situations when one team is much stronger than second one BUT I have never seen that any team was locked in the spawn with full server. Changing medic class like on nitmod server will decrease number of players on the server, im sure about that.
  18. im with you on this. this change with medic class has made such positive impact in nitmod server. much healthier enviroment to play in.
  19. There is absolutely no notion of hate on rambo medics, and i know some few players who are medic for their teams before being medics for themselves... But i saw that without this setting, the rambo medics are much more present than these "TeamMedics" A rambo medic doens't pay attention to the fun, he doesn't teammplay, he just frags and doesn't give a shit to the incidence on the server. @GoLdFiNgEr could you explain please? cause when we changed this setting, the main part of our usual players was satisfied... and I am convinced that it is one of the major reason why this server has so many players now. -> just my opinion: it is already hard to make some basic written rules respected in order to keep the server pleasant, and full, imagine if we have to fix the rambo medics ourselves. What rule will you oppose to the rambo medics? How many and how long boring argues, contestations, complains, and lost time... The main part of our players tries to make the objective and appreciate there is no more, or so few rambo medics playing now. Medics should receive health each time they give a medic pack to a teammate... I don't know if it is possible on N!tmod. But it would be necessary...
  20. Word 'hate' sounds bit rough.. Some might 'hate' I know always some people hate something even some people dont like some other people its always like that, but I really dont have that kind of attitude in ET that 'hate' some player class, I just dont feel comfortable in that class to run with needle and see to get shot when trying to find player who is near dead and lying on ground.. I'm just wondering why so many players wants to go under medic that there sometimes are over 20 medics around same time (I mean by this count our main server, I dont think that there is so much medics in nitmod, because it isnt so full as main server is..).. Its the same when people sayin like too many Fieldops in game same time some people say like 6 of them too much but I think 20 medics is much too, its bigger diffrence between count over 15-20 than count 4-6.. But its not 'hate' its just commenting.. If its 'hate' then I wouldnt play servers at all because of it, because there is still other server where that kind of thing isnt involved so much.. Just got suprised that word 'hate' raised up on @DiNg's latest comment.. @DiNg if meaned my comment.. Nothing special just posting, so player thinks I m weirdo when posting that kind of things... Maybe maybe not.. But I usually comment if thinkin that people are meaning my post, or case what I try to say.. But I never mean my posts as bad way.. Because I dont want be evil, because beeing evil just makes things even more worse but my english writing isnt the best... well I'm not born in UK..
  21. What's the hate on rambo medics anyway ? Sure, a few players forgot they carry needles and giveaway medpacks, but that doenst make all the medic players irresponsible. Hell, I'd say we have quite a few rifle masters that don't bother using their charge for dynamite, right ? No hate on them though. Get me an objective oriented engineer and I'll stick to him as much as possible with my needle out (thinking about Prrll or Cyph or even Graph on a good day for example). Removing the ability for medics to heal themselves would be too much of a change and go against what Enemy Territory is and drastically reduce the popularity of our servers.
  22. Happy Bday m8 :drinks::party2:

    1. Toni

      Toni

      Thank you buddy. :D 

      E: I thought you posted this on my wall because I got an email about it. LOL ;D

    2. P3Swan
  23. Some servers has /kill limit per each map, I hope we put that script in use too.. And lower the self heal speed (example fighting medic wins fights because he/she gets HP during fighting and runnin).. So game doesnt go so uneven those few ones who doesnt play as medic... Maybe both script should add on server.. Just thinkin..
  24. Version 1.0.0

    0 downloads

    Original Map Author: Ginc Secondary Author/modder: EB EMAIL: etmaps@gmail.com Supplydepot3 map for Enemy-Territory To use: Place the .pk3 file into your etmain folder. _______________________________________________________________ **Changes** Winter look w/ some slight cave brush-manipulation & surfaceparms for steps added to ground level shaders. Changed crane controls and moved them so they are no longer able to be satcheled through the wall scripting fixes added Back window by crane is larger to see through but plated with glass Truck must go slightly further into the garage that has been added **Added** Health and ammo cabs @ command post ( when allies construct ) Axis 2nd spawn rear exit building for aesthetics spotlights a garage - winning allied truck exit allied 1st spawn now contains an mg nest 1 new sound file for the radio @ flagged checkpoint binocsimple shader remapped to infrared-type focal [other small changes may have been forgotten to be flagged here]
  25. Hi, frankly I think it's a bad idea... I took a little time before saying it but it's confirmed in each game... It's true that this can dissuade some Rambo Medics from playing but the game is missing something without that... We should fix the rambo medics ourselves.
  26. Earlier
  27. would need some to write a map script.
  28. Version 1.0.0

    1 download

    // ====================================================================== // 'Supply Depot, by ginc' // March 2024 // 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----- v14: • Removed tall grass foliage model. Thank you kajto3 and others for reporting. • Renamed optional tunnel blockade description in script. Thank you c0rnn for reporting. • Removed 500ms wait delay after truck reached its final position to prevent the win incorrectly being awarded to Axis. Thank you Plain for reporting. • Fixed missing collision at outer wall towards mountain near CP. Thank you Terifire and Plain for reporting. • Slightly reduced sun intensity. Thank you lemr for reporting. • Expanded the tunnel system in the first stage as an optional mapscript setting. v13: • Reverted entire terrain back to original collision. Thank you ET: Legacy competitive for reporting. • Significantly changed overall look. Thank you Aciz for feedback. • Changed road design for a clearer separation between grass and road to simplify planting of landmines. Thank you ET: Legacy competitive for reporting. • Moved gold crate in truck further back to prevent hiding. Thank you u!ps for reporting. • Lowered optional windows in small bunkers to match guardhouse crouching. Thank you u!ps for reporting. • Added optional ladders to small bunkers. Thank you u!ps for reporting. • Improved and smoothened out collision around the map. Thank you Aciz for reporting. v12: • Fixed forward spawn flag occasionally leaking through the ground into the room below. Thank you Aciz for suggesting the fix for Warbell. • Included truck script by hazz to shorten the delay on truck movement. Check the script for 'globalaccum 4' for more info. Thank you hazz for creating the script. • Fixed landmines not plantable near cave exits. It's now closer to the original Supply Depot by ginc. Thank you mayan for reporting. • Added mapscript option to open the two bunkers in the first valley. Closed off by default. • Adjusted floodlight settings and reworked light sources for a more atmospheric lighting. Thank you Aciz for reporting. v11: * Fixed Truck trigger not being aligned correctly leading to unresponsive movement. Thank you ryzyk and bystry for reporting. v10: • Removed duplicated brushes on the inner wall of the west depot tower. • Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature. • Prevented landmines being placed in Depot Wall breaches. Thank you ryzyk for reporting. • Fixed unnatural shadows underneath rocks. Thank you Kimi for reporting. v9: • Lowered central mountain to enable riflenade shots again. Thank you detdet for reporting and testing. v8: • Fixed caulk leak in terrain. Thank you Dmxj for reporting. v7: • Removed glitchy rock at cave exit near depot gates. Thank you Kimi for reporting. • Fixed flying vent at forward gate in first stage. • Fixed sun being in wrong position on 2.60b clients by adding dummy `q3map_sun` shader. Thank you Aciz for reporting. • Increased `-bounce` from 3 to 6. Thank you Aciz for suggesting. • Adjusted height of central mountain to reenable riflenade shots. Thank you ET: Legacy competitive community for reporting. • Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting. • Adjusted lighting settings for improved performance. Thank you Aciz for suggesting. v6: • Adjusted terrain near Depot Gates tunnel exit to allow a riflenade trickshot again. Thank you zenixje for reporting. • Merged terrain brushes directly in front of Depot Gates to allow for 'edge sliding' again. Thank you WuT for reporting. • Reduced height of middle mountain to allow various riflenade shots again. Thank you detdet, keithms and iQA for reporting. 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 v1 (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.
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