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etl supply v14 - etl_supply_v14pk3 and waypoints 1.0.0

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// ======================================================================
// '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.

Edited by papywolf


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