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MrMuppet

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Files posted by MrMuppet

  1. ETL:Ice V12

    etl_ice_v12.pk3

    49 downloads

       (0 reviews)

    0 comments

    Updated

  2. etl_adlernest_v4.pk3

    etl_adlernest_v4.pk3

    39 downloads

       (0 reviews)

    0 comments

    Updated

  3. ETL frostbite V17

    etl_frostbite_v17.pk3

    56 downloads

       (0 reviews)

    0 comments

    Updated

  4. etl_sp_delivery_v5

    etl_sp_delivery_v5.pk3

    38 downloads

       (0 reviews)

    0 comments

    Updated

  5. Erdenberg_ga v4

    erdenberg_ga_v4.pk3

    31 downloads

       (0 reviews)

    0 comments

    Updated

  6. ETL:Supply V12

    etl_supply_v12.pk3

    59 downloads

       (0 reviews)

    0 comments

    Updated

  7. HNS etpub version

    Zip of the etpub hide and seek files

    9 downloads

    Submitted

  8. ETL:Bergen V8

    etl_bergen_v8.pk3

    24 downloads

       (0 reviews)

    0 comments

    Updated

  9. legacy_v2.78.1-56-g071b0d2.pk3

    legacy_v2.78.1-56-g071b0d2.pk3

    13 downloads

       (0 reviews)

    0 comments

    Updated

  10. TM Halloween pack

    z_TMHalloween.pk3
    Add to your MOD directory

    13 downloads

    Submitted

  11. zz_tc_hws.pk3

    Compressed Halloween sound pack

    116 downloads

    Updated

  12. ET HD z_hdet

    This is the 311 meg HD pk3 file that needs to be placed in your etmain directory, you will only see the HD textures on servers that have this installed.

    481 downloads

    Updated

  13. zz_ETHQ

    HQ textures for ET, this is a smaller 74 meg pk3 files than the HDET files, this needs to be placed into your etmain directory and will only work on servers running this mod.

    183 downloads

    Updated

  14. ET:Legacy Linux 32bit 2.77.1

    Installer and bneries

    6 downloads

       (0 reviews)

    0 comments

    Updated

  15. ET:Legacy Linux 64bit 2.77.1

    Installer and binaries

    8 downloads

       (0 reviews)

    0 comments

    Updated

  16. ET:Legacy Windows 32bit 2.77.1

    Installer and binaries

    15 downloads

       (0 reviews)

    0 comments

    Updated

  17. ET:Legacy Mac 64bit 2.77.1

    Installer and binaries

    11 downloads

       (0 reviews)

    0 comments

    Updated

  18. ET:Legacy Raspberry Pi 32bit 2.77.1

    Installer and binaries

    4 downloads

       (0 reviews)

    0 comments

    Updated

  19. 2.60 server browser hack fix

    Further information can be found at ET Masterlist hacking and redirect fix for players - Software - Fearless Assassins (fearless-assassins.com)

    4 downloads

    Submitted

  20. Warbell

    Warbell.pk3
     
    /--------------------------------------------------------------
    //-------------- README for WARBELL release --------------------
    //--------------------------------------------------------------


    >>> TABLE OF CONTENT
    ------------------------------------------------
    A - Story and map features
    B - General info, credits, acknowledgements
    C - Installing & playing the map, known bugs, recommendations for servers
    D - Thanks
    E - Copyright



    //------------------------------------------------------------
    A - Story and map features
    //------------------------------------------------------------

    Why another map? Simple answer: 2 maps to learn mapping, the third to have fun.
    Warbell originated from the idea to create a map that s not just a map, but an impressive piece of map Artwork combining intense, captivating gameplay and a good laugh too.
    It is also an hommage to the RtCW single player, and the custom SP mission timegate for RtCW.
    Now its done, and it is candy to the eyes, drag you into its gameflow and even make your hair stand on end occasionally.
    But look for yourself...


    Story:
    Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course.

    Core facts:
    Axis attacking
    18 mins timelimit
    spawntimes are 15s Axis, 20s Allies
    multiple access routes to all objectives
    gameplay honed towards fast and intense battle
    map design... well look for yourself :-)
    loads of special effects
    framerates will be constant 76 FPS everywhere for average computer systems (1.2GHz CPU/ 512mb RAM/ Ge4 TI4600 128mb gets at least 50 FPS in the bad areas)
    nighttime setting but bright enough to see and kill the opponents
    overall mapsize is a bit bigger than supplydepot2

    First stage:
    - gain access to the Guardhouse (2 access routes: caves and road)
    - maybe slip through the teamdoors with stolen uniforms
    - capture the flag or
    - destroy the Guardhouse Gate (secures forward spawn)

    Second stage:
    - use dynomite to gain access to the Hidden Room
    - take the Book of Death from it's glass case and
    - deliver it to the Altar of Blood in the sacrifice room of the Abbey
    - destroy the gates in the Abbey for faster access (2 dynamitable, 1 satchelable and one teamdoor, none of them rebuildable)
    - repair a bell mechanism in the Abbey
    - ring the bell (after you built the mechanism AND after you delivered the objective)
    - sacrifice three axis players to the Wargod
    - optional: forward spawn at a neutral command post

    Gameplay and playerloads:
    In 7 Playtests we had with up to 26 players Warbell provided us with an amazingly captivating gameflow, and real fun games.
    The stages are defendable, but with a balance that allows attackers to overcome the defense in some waves.
    Its plays very good with 10-18 players, and becomes happy large-scale fraggin with 20 and more players.



    //----------------------------------------------
    B - General info, credits, acknowledgements
    //----------------------------------------------

    >>> Contents of the zipfile
    ------------------------------------------------
    In this zipfile you find
    - the readme
    - the map (warbell.pk3 >> put it into etmain-folder)
    - the shader for the commandmap icons
    (warbell_etproonly.pk3 >> put it into ETPRO-folder)

    >>> About the map
    ------------------------------------------------
    Map: Warbell
    pk3: warbell.pk3
    mapped by ]UBC[ McNite & ]UBC[ Kach-->
    first day of mapping: sometime in the fall of 2005
    All credits for gamelayout and objectives go to ]UBC[ McNite!
    day of release: July 18th 2006


    >>> credit for models
    ------------------------------------------------
    excellent Book of Death and Warbell model by EB
    awesome DT Opelblitz model by Detoeni


    >>> credit for paintings
    ------------------------------------------------
    2 original paintings in the map by ]UBC[ Kach--> (more paintings viewable at warrenkachmar.ca)

    wb_p/wb_rubens1 // Pieter Paul Rubens (1619) Christ on the Cross between 2 Thieves
    wb_p/wb_rubens2 // Pieter Paul Rubens (1632) Last Supper

    wb_sfx/prayinghint // Albrecht Dürer: praying hands

    wb_p/wb_stmartin // unknown Hungarian master, app. 1490: St Martin and the Beggar
    St. Martin is the Saint for the soldiers. Find more info about him here:
    http://www.thebookofdays.com/months/nov/11.htm


    >>> credit for waterworks & shaders
    ------------------------------------------------
    real cool watershaders and river created by carnage
    initial help with alphablend shaders by: Der'Saidin


    >>> credit for textures and sounds
    ------------------------------------------------
    wb_z: all textures from RtCW apart from cryptwall_01a.jpg, cathedrale_c06dm_wb.jpg
    wb_sfx/c_flameX.tga: from RtCW
    wb_b/window4: all versions are reworks of a RtCW window
    wb_sfx: g1 - g13, glow, bd1 - 13 by EB (they are all used on the open book)
    for detailed credits on the sounds check the warbellsounds.txt


    //----------------------------------------------------------------------------
    C - Installing & playing the map, known bugs, recommendations for servers
    //----------------------------------------------------------------------------

    >>> To play the map on a server
    ------------------------------------------------
    1.) put the warbell.pk3 into your etmain folder
    2.) put the warbell_etpro.pk3 into your ETPRO folder
    3.) run ET
    4.) join the server
    5.) have FUN!

    >>> To play the map alone
    ------------------------------------------------
    1.) put the pk3 into your etmain folder
    2.) run ET
    3.) go to HOST GAME
    4.) set it to STOPWATCH
    5.) choose "Warbell" from the list of the maps
    6.) start and have a look around
    In case you can't see the map you might be having too many .pk3-files
    in your etmain-folder and need to delete some.

    >>> Known Bugs & issues
    ------------------------------------------------
    - none (that we know of...)

    >>> gametypes available
    ------------------------------------------------
    Stopwatch, Campaign, Objective (no LMS)

    >>> playerloads
    ------------------------------------------------
    This map is well playable for 8 and more players and is best playable with medium
    playerloads (12-18 players). Its is also a challenging map for 6on6.
    We had excessive playtests with up to 26 players... messy but a lot of fun.
    No idea what the maximum playerloads are but at some point it will be just one massive frag fest.

    >>> spawntime and mapduration
    ------------------------------------------------
    Allies: 20 secs (defending)
    Axis: 15 secs (attacking)
    mapduration: 18 mins

    >>> gameplay and balance
    ------------------------------------------------
    This map was designed for stopwatch, but of course plays well in any campaign too.
    It is very balanced with a slight advantage for attackers (Axis).


    //----------------------------------------------
    D - THANKS
    //----------------------------------------------

    McNite:
    my clan for tons of good times playing ET and TheRiverIIRedux
    Kach--> for mapping with me
    $taTiK for feedback on gameplay and design whenever i needed some

    Kach-->:
    McNite for teaching me about mapping and allowing me to participate in the process
    Everyone that took the time and energy to help test and provide feedback during development of Warbell


    >>> Help with mapping and the whole mess:
    --------------------------------------------------------
    Der'Saidin for lots of discussion on gameplay and objectives
    all the helpful ppl that answered my posts on www.splashdamage.com


    >>> playtesting and feedback
    ------------------------------------------------
    a HUGE credit for all the playtesting goes to the clans
    ]UBC[ (www.ubcclan.com)
    M8D (http://www.m8d.org/index.php)
    =FBF= (http://forums.fearedbyfew.com/)
    -=B|D=- (http://www.bd-clan.info/)

    the coordinators in particular:
    M8D DrStock, =FBF= Pax, -=B|D=- Schlauch and -=B|D=- Welshboy

    also special thanks to the M8Ds for providing us with a special Warbell playtest TS-channel

    and all the players who participated in one or more of the 7 private playtests


    //----------------------------------------------
    E - COPYRIGHT
    //----------------------------------------------

    Copyright © 2006 Matthias "McNite" Neiss all rights reserved

    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state. It must
    include this .txt file.
    NOBODY is allowed to
    a) decompile this map
    b) modify this map or parts (= .script too) of it in ANY way without prior written permission
    c) distribute this map on CD-ROM or any other media without prior written permission
    d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
    By saving this map on your harddisk/webspace/whatever-storage-from you accept these conditions.

    contact: McNite@web.de

    -------------------------------------------------



    2 etpromapscripts for Warbell for you server admins to modify Warbell if you like to. They are aimed at improving gameplay for simple public (mapscript II) and high skill servers (mapscript I).

    Mapscript I
    - restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
    - sets allied spawntime to 25s instead of 20s giving the attackers another 5s of travel time advantage
    - makes the bellmechanism buildable with 1 engie chargebar (instead of 1.5), which makes the construction a lot faster
    - removes the wait at the mapend: map is won right after the 3rd sacrifice (Der'Saidin from GA league from downunder suggested this)

    Mapscript II
    - restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
    - adds an ammocrate at the command post when its built by Axis
    - features the original spawntimes (15/20)

    With both mapscripts we also got rid of the message bug when Axis constructs the mechanism after Allies destroyed it AND the book had been delivered already.

    So while mapscript I is aimed at servers that are more for highskill players or frequented by competition gamers, mapscript II is for servers that experienced that there was too much full holds because the belltower constructible was too easy to defend.

    From our experience Warbell is almost never a full hold, it just calls for good teamplay by the attackers to get the belltower. Still releasing the mapscripts for all server admins won't hurt.
    If any admin wants just the ammo at the command post and no blocking of the roof room, let me know.



    how to install
    download the zip you want, unzip anywhere
    rename the warbell_scriptfix_XX.script to warbell.script
    upload to the folder etpro/etpromapscripts
    you need to enable etpromapscripts and set the folder in your etconfig.cfg of etpro

    12 downloads

       (0 reviews)

    0 comments

    Updated

  21. Vesuvius

    Vesuvius.pk3

    Enemy Territory map Vesuvius Readme 100407


    title Vesuvius
    filename Vesuvius.bsp
    version final

    authors : Neil aka. Mrfin & Denny aka. Firefly
    webpage http://www.mrfin.co.uk
    email mrfin@mrfin.co.uk
    fireflyq3map2@gmail.com


    type Objective
    spawn points supports up to 64 players, 32 per side

    story 1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered Urn relic from the excavations.
    Meanwhile Mount Vesuvius has started erupting.


    Objectives

    Axis
    1 Prevent the Allies from stealing the Urn.
    2 Prevent the Allies from stealing the truck.
    3 Prevent the Allies from breaching the South Valley Gate.
    4 Prevent the Allies from breaching the East Street Gate.
    5 Prevent the Allies from building the Truck Ramp over the lava flow.
    6 Prevent the Allies from construction the Ruins Access Rope.
    7 Prevent the Allies from breaching the West Ruins Gate.
    8 Capture the Forward Flag.

    Allied
    1 Steal the Urn from the excavated ruins.
    2 Get away with the Truck.
    3 Breach the South Valley Gate.
    4 Breach the East Street Gate.
    5 Construct the Truck Ramp over the lava.
    6 Construct the Ruins Access Rope.
    7 Breach the West Ruins Gate.
    8 Capture the Forward Flag


    Credits
    Thanks Schaffer for the command map
    to Detoeni for the light model
    Kenny for the Mary model
    Thanks also for the playtests – hope you enjoy


    Copyright (c) 2007 Denny & Neil

    7 downloads

       (0 reviews)

    0 comments

    Updated

  22. Venice

    venice.pk3
    | Objectives:..
    | Allies:..
    | 1:..Move the Tank out of the enemy's AT-Gun firing range. [P]
    | 2:..Escort the Tank to the church to destroy the Outpost. [P]
    | 3:..Escort the Tank into position to blow the Library Doors open. [P]
    | 4:..Steal the ancient Relic from the Library Hall. [P]
    | 5:..Escape with the Relic using the Boat in the Canal. [P]
    | 6:..Build a Command Post for faster charge times.
    | 7:..Stop the Axis from constructing a Command Post.
    |----------------------------------------->
    | Axis:..
    | 1:..Prevent the Allies from escorting the Tank out of the AT-Gun firing range. [P]
    | 2:..Prevent the Allied Tank from destroying the Outpost. [P]
    | 3:..Prevent the Allies from using the Tank to blow open the Library Doors. [P]
    | 4:..Stop the Allies from stealing the ancient Relic from the Library Hall. [P]
    | 5:..Stop the Allies from escaping with the Relic via a Boat in the Canal. [P]
    | 6:..Stop the Allies from constructing a Command Post.
    | 7:..Build your Command Post for improved charge times.

    31 downloads

       (0 reviews)

    0 comments

    Updated

  23. V2 Factory

    v2_factory.pk3
     
    Description:
    (the readme file)

    V-2 Factory by Mean Mr. Mustard

    release date: 25-May-04 (Final)
    RTCW: Enemy Territory SW,

    ====================================================
    title: V-2 Factory (Final)
    file: v2_factory.pk3
    author: Mean Mr. Mustard
    email address: mean_mr_mustard7@hotmail.com
    URL:
    description: It is the spring of 1943, and the immense Blockhaus near Watten is nearly complete. The Axis have geared up production on the V-2 rocket but continue to fire them from a remote launch site. The Allies must destroy the production of the next V-2 before any more terror can be rained down on England.

    Objectives: Axis have to produce a V-2. All factory machines must run 15 minutes to construct a V-2. Allies can halt production by damaging the machines. If the Axis repair the machines, then the time build continues. If all threee machines are damaged in an overlapping period, Allies win the map. If the V2 is produced, then the Axis must deliver it to safety via a train.

    ====================================================
    Play Information

    gametype: wolfmp, wolfsw **no lms implemented yet**
    map name: v2_factory.bsp
    new sounds: various train sounds
    new graphics: custom textures for signs, posters, v2 and train skins
    new music: none
    new models: v2, train and train cars
    prefabs: various ones from Drakir (www.drakir.tk)

    how to play: place the v2_factory_b1.pk3 file in for etmain directory. Then host a game, single objective map and select V-2 Factory Beta 1

    ====================================================
    Construction

    base: scratch
    editor: GTK Radiant 1.4.0-rc2
    other programs: easygen (terrain), gimp (graphics), PSP, gmax, lithunwrap
    know bugs: none
    build time: overall, approx. 6-8 months.

    ====================================================
    Thanks to the following:

    The splash Damage Forums - a vast treasure trove of information
    Desert Skybox by sock (I modified the sun angle and color to suit my map - shader changes in v2_factory.shader)
    Ifurita for providing the V-2 brushwork on which the V-2 md3 is based
    shaderlab (ydnar) for various textures (detail-cb,flat_lt,concrete_big_1,brick-med-tan,brick-med-tan-wdwed)
    Drakir for the vast number of quality prefabs (shelves, barrels,etc) -- www.drakir.tk
    Schaffer (Nick Abbott) for generating the awesome command map, loadscreen image and lots of bug checking
    Nathan Havok - terrain layout, heightmap, v2 and train models
    Crotalus - custom textures for all the factory signs, and all the model skins! Added posters throughout the map....
    Nathan Havok, (Pyr8)Someguy and Steurenol for refining the original mapping objectives and layout
    [GoG]Mike for "you must include a slide somewhere in the map" - and I did
    Crotalus for "you need to use a skybox so your map isn't floating in space" - so I did
    TheBaz for MG-Nest placement and various detail/playablity ideas
    =MLK=delicious, TheBaz, [GoG]Mike, Absolutjd, Clemster and Crotalus for initial walk throughs and testing
    PureGamer for various testing of the map
    =MLK= for play testing of the entire map
    =Shit Storm= servers for putting the mpa through the ringer - which it survived
    ND80 servers for lots of play testing and feedback
    Java.Lang for the cobweb texture and shader


    ====================================================
    Distribution / Permissions

    This map may not be modified in anyway as to appear as a completed map by anyone else than the author.

    Authors May Not decompile the BSP as a base to build additional levels.The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first.

    You MAY distribute this pk3 file in its entirety without permission. This file may
    not be commercially exploited in any way.

    ====================================================

    8 downloads

       (0 reviews)

    0 comments

    Updated

  24. Troop train 120

    trooptrain_120.pk3

    6 downloads

       (0 reviews)

    0 comments

    Updated

  25. Trmfght b2

    trmfght_beta2.pk3

    8 downloads

       (0 reviews)

    0 comments

    Updated

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