Etl frostbite v14
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etl_frostbite_v14
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README
// ====================================================================== // 'Frostbite, by Moonkey' // June 2021 // Cedric 'keMoN' Easton // http://www.etlegacy.com // http://www.github.com/realkemon // ====================================================================== This map is an overhaul of the original Frostbite map created by Moonkey. 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: * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting) * Adjusted position of inner courtyard truck. (TJ from hood of truck still possible) * Changed back cover on tunnel truck from green to grey to match rest of truck. * Fixed CP sounds playing in second round after /map_restart. * Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart. * Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options. * Adjusted various texture alignments. * Fixed caulked surfaces visible to the player at shelf in Allied spawn. * Changed bark texture of dead trees from temperate to winter. * Fixed invalid shader on rear faces of terrain brushes near transmitter. * Fixed incorrect use of skyshader at backside of two random brushes. * Added unique ids for spawn slots to prepare this feature. * Increased spawn slot count in garage to 32. * Fixed glass shader on trucks. v13: * Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting) * Fixed missing tree shader. (Thank you woju and spyhawk for reporting) v12: * Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting) * Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting) * Improved lighting in balcony hallway at inner courtyard. * Fixed player collision on the Axis CP. (Thank you Aciz for reporting) * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting) v11: * Adjusted lighting to increase performance. * Converted smaller brushwork to .ase models to reduce lightmap data and improve performance. * Increased supported playercount from 20vs20 to 32vs32. * Reduced volume of wind sounds to reduce distractions. * Further improved player collision at railings and doorways. (Thank you Aciz for reporting.) * Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.) * Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.) * Fixed missing shader for bush model. (Thank you Aciz for reporting.) * Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.) v10: * Moved vent opening new side door for better alignment with surrounding textures * Changed terrain shader on snow patches in inner courtyard for proper snow behaviour * Caulked surfaces not visible to the player * Changed floodlight colour to uniform white * Made previously impossible TJ possible again * Further opened terrain and world to simplify spectator and shoutcaster movement * Improved player collision to simplify movement (doorways, ceiling and transmitter building) * Generally improved lighting v9: • Removed rogue clip at office entrance. • Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons. • Simplified collision of machines at side entrance. • Added player clips to various shelves, pipes and doorways. • Fixed one alarm speaker not being named correctly. • Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible) • Removed collision of blackboards. • Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together. to original: • The player is now able to stop and revert Storage Wall movement by activating the button again. • Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door. • Structural mesh and VIS blocking has been improved • Visual changes have been made ALLIED OBJECTIVES: Primary: Steal the Supply Documents and transmit them back to Allied Command. Secondary: Destroy the Main Door into the Complex. Secondary: Breach the Storage Wall. Secondary: Dynamite the Service Door. Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building. Secondary: Establish a forward Command Post in the Upper Complex. AXIS OBJECTIVE: Primary: Stop the Allies from transmitting the Supply Documents. Secondary: Defend the Main Door. Secondary: Defend the Storage Wall from being breached. Secondary: Stop the Allies from destroying the Service Door. Secondary: Set up a Command Post inside the Transmitter Building. Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.
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File Contents
1 file
26.6 MB uncompressed
1 BSP map: etl_frostbite_v14
Type: wolfmp wolfsw wolflms
1 PK3 file
.pk3 (1)
| File | Size |
|---|---|
| etl_frostbite_v14.pk3 | 26.6M |
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