There are no objectives, this map is intended for team panzer deathmatch. Each team can select any of their 5 spawn points, some of which are shared with the enemy. Respawn times are set to 12 secs for both teams, and recharge times are twice as quick than usual. There are unlimited ammo boxes dotted around the map to provide constant ammo supply. There are no obstructive doors, and nothing to build. The glider is pre-built. It has been provided with an entrance on both sides. The glider can be flown by anyone, and can be shot down by any weapon. When it completes its flight a new one is immediately created at the outpost. The slope has been modified at the ruins to allow players to climb up. Also the ramp is pre-built. The map time limit is arbitrarily set to 30 mins, and will end with an Axis victory.
There are no objectives, this map is intended for team panzer deathmatch. Each team can select any of their 5 spawn points, some of which are shared with the enemy. Respawn times are set to 12 secs for both teams, and recharge times are twice as quick than usual. There are unlimited ammo boxes dotted around the map to provide constant ammo supply. There are no obstructive doors, and nothing to build. The glider is pre-built. It has been provided with an entrance on both sides. The glider can be flown by anyone, and can be shot down by any weapon. When it completes its flight a new one is immediately created at the outpost. The slope has been modified at the ruins to allow players to climb up. Also the ramp is pre-built. The map time limit is arbitrarily set to 30 mins, and will end with an Axis victory.
snowman on Baserace map (by |>B<|WingWong and |>B<|peyote)
ribbons on ammo/medic packs
santa/snowman mortar shell (by eCo|ischbinz and eCo|katta)
team colored santa hats
xmas themed !news mxmas, ingame sounds (few of them by Hewster from Santamod)
xmas colored effects
xmas themed satchel, mine flag and neutral marker flag
snowball grenades
new faces
aura sprites
class symbols on the clothes
Version 1.1a changes:
fixed rank signs on the field caps
added Easy Company's smoke mod
changed aura sprites (medic sprite based on Easy Company's medpack model)
Santa hat mod: default is a red or blue field cap for every class and you can wear the santa hat only if you reach the General of the Army/Feldmarschall rank (because of game limitation the soldier class wears the santa hat by default)
Splash Damage is sending out christmascards to homepages who write about their christmas project and spend £50 to Baird's Tapir Project. The card is drawn by Laurel 'Tully' Austin and Ed 'BongoBoy' Stern added a christmas poem to it. In this spirit, merry christmas and save the tapirs!
We're Splash Damage, developers Of Enemy Territ'ry Multiplayer First Person Shooters Played upon your PC. We're working now on something new Cross-platform, without peer But right now all we want to do Is spread some Christmas cheer.
Splash Damage loves the Tapirs Unknown in Bethlehem, But post this on your website And we'll give some dosh to them. They dwell in Costa Rica And to prove we're not all talk We'll sponsor a research project At SaveTapirs.org
This is a small map I made while Practicing using GTKRadiant with Wolf:ET. Each floor requires a different stance to see properly out the windows. There is Access to the roofs, And in mapping terms, there is a kill brush over the ground to stop people crossing the river. ~[GG]Simon
Christmas time comes. This year I present a pack of the best X-Mas changes for a big server (That means, much changed but only little size of this file!). It was made for the Prime Squadron Community and Ischbinz from the Easy Company helped me very friendly. Feel free to add it to your server. ~Pancake
1Up got the chance to talk about the upcoming new Wolfenstein with Raven's Creative Director, Eric Biessman. The new treats include info on how Raven and id Software are working together on the title as well as more specifics on gameplay and the storyline.
It's Christmas time. Two Sites in the christmas spirit also a little carnaval too. So snipers can have a good time and get in the mood for christmas this year. It's just a funmap no realism in this one so have fun with it. I wanna wish everyone a merry christmas and a happy new year!
Set in the country manor of the board game Cluedo (Clue in the U.S.), there is no real scenario - this is played just for laughs as a break between "proper" maps. Each game lasts about 10 minutes. Axis spawn in the Ballroom (centre top of the map) and Allies in the Hall (centre bottom).
A flag then randomly spawns in one of the seven other rooms. The upper edge of the room's walls glow white when the flag is active inside.
The flag can be captured by either team, giving the white glow an inner blue (allies) or red (axis) core to show the current possessor. When the flag is held for a total of 90 seconds by a team it is secured and removed from the map. The white glow is removed and the inner core remains to show that the room has been fought over and which team secured it.
This process is repeated until one team has secured four flags and is victorious.
Players can move freely between the rooms and enter the cellar. The doors are glass lined so that players are aware of anyone camping the other side, which is legitimate and likely to be the case.
Each room can be entered or exited through its windows, and the four corner rooms have secret passages which link them. Players can also move around and over the building.
Each of the seven flag rooms has a trap which is activated by the lever in the corridor outside the room. Once a trap is activated it cannot be re-used for 30 seconds.
The traps make the interior of the room uncomfortable or downright dangerous for its occupants, which helps to shift players camping the flag. The player activating a trap is teleported to a location outside the room, so he can witness the carnage he has caused.
To make things even more lively, the players will find there are all sorts of places that engineers can plant mines to surprise the unwary...
The action is fast and frantic, with low respawn times to ensure all the players stay in the thick of it.
Recommended for teams of between 2 and 12 per team.
Ever wanted to browse through all models from Your Wolfenstein-ET game? Animated and textured? This tool provides the means to see the information stored in an MD3 model-file and it also displays the model in a 3D-view. Once you've loaded a model, all MD3-internal data is listed on.
One day after the release of Alpha 0.1 the EF-team released a update to patch their total convertion to Alpha 0.2. You can download the update (16 MB) here or you download the patched version (246 MB) here. Read below the list of changes and fixes.
Finally the team of East Front released their mod in a first public alpha! A lot of nice features like driveable tanks, bot and automatic waypoint construction, new mods and game modes are included. Join one of their public servers (yes, EF works with ET 2.60b and 2.55) and check out this long awaited mod! You better download the mod first (236 MB), then extract the folder ef with all the content to the root-directory of ET.
This is an interview with Paul "Locki" Wedgwood, the owner and creative directory of Splashdamage.
Q: How big is the installation size of the final game? Locki: It will all match to one DVD, but we dont know the exact installation size yet. It also depends on how big your cluster values are set to on your harddrive and if you are using a FAT32 or NTFS partition. But it will definitly fits on one DVD.
Q: How big is a average Map which is using the Mega Texture Technologie? Locki: A normal Megatexture starts at about 6 GB Source Image. Its 32 000 squarepixels large and that includes various properties. We compress that to a file which is about 300 - 400 MB per Map. This will use abour 30-40 MB of Memory in the game itself. Thats a brilliant system beacause we are starting at 6 GB and at the end it just uses about 40 MB of RAM on your computer.
Q: is it possible to disable the vehicles that you dont have any vehicles on a normal map? A lot of our users are playing RtCW and W:ET since years. they like to have the same feeling to play like in their old game. Locki: There is no mode to play our maps without any vehicles. But we have some maps in our game which are comparable with the old W:ET or RtCW Maps. Not every map features the same vehicles and for sure not the same amount of Vehicles. Some Maps have more and some have less vehicles. But to accomplish your targets you always have to be on foot. The vehicles can't help you there. So we have a lot of Maps which are focused on foot-combat.