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Everything posted by MrMuppet
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Version 1.0.0
12 downloads
Warbell.pk3 /--------------------------------------------------------------//-------------- README for WARBELL release --------------------//-------------------------------------------------------------->>> TABLE OF CONTENT------------------------------------------------A - Story and map featuresB - General info, credits, acknowledgementsC - Installing & playing the map, known bugs, recommendations for serversD - ThanksE - 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 attacking18 mins timelimitspawntimes are 15s Axis, 20s Alliesmultiple access routes to all objectivesgameplay honed towards fast and intense battlemap design... well look for yourself :-)loads of special effectsframerates 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 opponentsoverall mapsize is a bit bigger than supplydepot2First 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 postGameplay 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: Warbellpk3: warbell.pk3mapped by ]UBC[ McNite & ]UBC[ Kach-->first day of mapping: sometime in the fall of 2005All 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 EBawesome 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 Thieveswb_p/wb_rubens2 // Pieter Paul Rubens (1632) Last Supperwb_sfx/prayinghint // Albrecht Dürer: praying handswb_p/wb_stmartin // unknown Hungarian master, app. 1490: St Martin and the BeggarSt. 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 carnageinitial 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.jpgwb_sfx/c_flameX.tga: from RtCWwb_b/window4: all versions are reworks of a RtCW windowwb_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 folder2.) put the warbell_etpro.pk3 into your ETPRO folder3.) run ET4.) join the server5.) have FUN!>>> To play the map alone------------------------------------------------1.) put the pk3 into your etmain folder2.) run ET3.) go to HOST GAME4.) set it to STOPWATCH5.) choose "Warbell" from the list of the maps6.) start and have a look aroundIn case you can't see the map you might be having too many .pk3-filesin 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 mediumplayerloads (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 TheRiverIIReduxKach--> for mapping with me$taTiK for feedback on gameplay and design whenever i needed someKach-->:McNite for teaching me about mapping and allowing me to participate in the processEveryone 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 objectivesall 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=- Welshboyalso special thanks to the M8Ds for providing us with a special Warbell playtest TS-channeland all the players who participated in one or more of the 7 private playtests//----------------------------------------------E - COPYRIGHT//----------------------------------------------Copyright © 2006 Matthias "McNite" Neiss all rights reservedThis level may be electronically distributed only atNO CHARGE to the recipient in its current state. It mustinclude this .txt file.NOBODY is allowed toa) decompile this mapb) modify this map or parts (= .script too) of it in ANY way without prior written permissionc) distribute this map on CD-ROM or any other media without prior written permissiond) 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 installdownload the zip you want, unzip anywhererename the warbell_scriptfix_XX.script to warbell.scriptupload to the folder etpro/etpromapscriptsyou need to enable etpromapscripts and set the folder in your etconfig.cfg of etpro -
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Version 1.0.0
16 downloads
baserace.pk3 Its a race, to build your base! Steal Construction Materials from your enemy's base and secure them at the various 'Capture Pads' located in your team's base. Different capture pads correspond to different base constructions and upgrades, so be sure to think about where you secure your Construction Materials. Capture Pads can be used multiple times to upgrade constructions. Also, constructions can be 'synergized' by completing combinations of other constructions. The first team to complete all 40 constructions / upgrades or have the most completed when the timer runs out wins! -
Found this picture today from the 6th of August 2008 which shows Teammuppet's MKII website when we ran a seperate CMS and forum.
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Version 1.0.0
7 downloads
Vesuvius.pk3Enemy Territory map Vesuvius Readme 100407title Vesuviusfilename Vesuvius.bspversion finalauthors : Neil aka. Mrfin & Denny aka. Fireflywebpage http://www.mrfin.co.ukemail mrfin@mrfin.co.ukfireflyq3map2@gmail.comtype Objectivespawn points supports up to 64 players, 32 per sidestory 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.ObjectivesAxis1 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.Allied1 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 FlagCreditsThanks Schaffer for the command mapto Detoeni for the light modelKenny for the Mary modelThanks also for the playtests – hope you enjoyCopyright (c) 2007 Denny & Neil