The creators of Insurgency present the next installment of their successful FPS platform with Day of Infamy. Featuring tactical close-quarters WWII combat across a wide range of multiplayer and coop scenarios, Day of Infamy is a highly intense teamwork-rewarding, objective-based experience.
Axis forces are planning an assasination of the Allied General, who is located in a near-by factory. They have to get inside the heavily-guarded factory to steal the special dagger, needed in order to assasinate the General in his bedroom.
To get to the factory they must first steal a tank, which they will use to gain access to the factory complex. They then have to steal a key to open the gates which bar the way to the dagger and the General's bedroom.
# Destroy the damaged garage side wall to access the tank!
# Escort the tank through the town to secure advanced spawns!
# Destroy the sewer door side entrance and the stairwell door side entrance to progress!
# Capture and hold the old village spawn for 7 seconds in order to permanently secure it!
# Build the north and south assault ramps, the neutral command post and destroy the trench side wall!
# Destroy the main factory door to access the key and dagger and capture the forward tower spawn!
# Steal the gate key to open the gates that guard the way to the dagger and unlock them!
# Steal the dagger, locate the General and assasinate him!
Starting from the next 2.76 release, only the "XP" earned in the current map or campaign will be displayed.
The Skill Rating has been gradually implemented in the past Legacy release, with the final version being currently tested on our official test server. Connect now to etlegacy.com to have a preview of the system! _____________________________________________________________
The idea is simple: Skill Rating is a new, proven metric that can be used to compare skill of players over time. As FPS require skills in multiple areas like reflex, planning, tactical analysis or teamwork, with the relative importance of these skills depending on the map, game mode, player roles or team compositions, a skill rating can be defined as a measure of "all parameters of a player that help his team to win" and calculated using a statistical approach.
The idea of using statistics to estimate the skill of players isn't new. ETPub implements such a metric with its "Player Rating" that gives a normalized skill score. However, "Skill Rating" of Legacy mod is modeled after TrueSkill, a more modern algorithm that has been developed by MicroSoft for its XBox matching service.
• It has many advantages over the ETPub's PR, and is very well documented. • It has been extended to take map bias into account. • Ranks will also be adjusted to reflect the rating of the player, instead of reflecting the skill levels and XPs.
The better you perform the faster you'll rank up. However beware, several 'bad' matches and you might lose a rank again.
What is Skill Rating? It is a value between 0 and 50 assigned to each player. It represents its ability to help his team to win the map. Rating will be updated after each map played at intermission. New players will have a rating of 0, and it will increase over time. The rating value determined by using the strength of the team, time played in each team and the map. The performance of disconnected players is taken into account.
What do I need to do to have a good Skill Rating? Do whatever is necessary to win the map.
What are the percentage numbers displayed on scoreboard (using double Tab)? The first value represent the real time estimate of each team winning the map, while the second is the map bias.
The numbers show that the current game is unbalanced! The rating system takes balance into account when updating rating. It is thus "fair" to lose an unbalanced map. Winning a map against a much weaker team will not increase your rating much, but losing against a weaker team will make your rating drop sharply. Conversely, to increase your rating quickly, join the weaker team and win as an underdog!
Yes indeed, WolfETPlayers superb "RealRtCW" Mod for Return to Castle Wolfenstein is alive and well, it's making good progress too. Here's what he had to say, regarding this latest news update:
"First of all, thank you for your support and feedback. I know it's been a rather long time without any big news, so I will try to compensate this fact with a new status report.
So, what I can tell you about RealRTCW 2.1 at the moment? The "changelog" is rather big already. However, do not expect any big changes. It is still 2.1 not 3.0. The aim of RealRTCW 2.1 is to perfect 2.0 by fixing bugs, balance issues and improving overall quality of the mod.
Since the release of 1.42d with 44 khz support I was working on the sound aspect of "RtCW". In RealRTCW 2.1 I enabled 44 khz music support which was being blocked by an annoying message, informing you that your in-game music setting was not 22 khz. Music to my ears!
What else? Well, most of vanilla 22 khz (and even 11 khz) sounds were replaced with native 44 khz sounds. All weapons sounds were replaced as well. I was not really satisfied with 2.0 sounds, so now it has been perfected. Every gun now has its own unique echo sound. You can check out some gameplay with new sounds on my Youtube channel. It is better than any words can describe. (And for echo sounds take a look at Iron Cross gameplay) .
In respects to custom "RtCW SP" add-ons, I'm just trying to add new weapons, but, rather, to actually rebuild these add-ons. The amount of work required depends on each add-on. Stalingrad, for example, includes a custom soundtrack, new voices for both Axis and Soviets, a new menu, loading screens and new storyline (lmao). It was pain in the ass, but it is ready. Time Gate is easier, but the ".ai" files are still a bit messy. Now I am finishing Time Gate and slowly switching to the Trondheim and Project 51 missions.
When will this new version be released? For now my free time is limited, due to every-day life. However, I intend to release RealRTCW 2.1 sometime in the summer of 2017. I can't make any definite promises, though, in respects to an actual release date." - WolfETPlayer
New Enemy Territory sniper map - UJE Toyshop Sniper Beta 1 made by [UJE] Niek
Pretend yourself in a toyshop but this time you may use the guns for real. The only thing is that you are very little like a mouse. There is a way to cross but it's not easy ,you have to use the stairs. Have alot of fun.
WolfWatch is a brand new news outlet dedicated to all things Wolfenstein. The new website has been created by -|D|-Ray, formerly of the Wolfenstein Enemy Territory Clan, "Desperados". It features all the latest news in respects to new mods, skins, maps and gaming videos from Return to Castle Wolfenstein and Wolfenstein: Enemy Territory.
WolfWatch also offers unique features, such as interviews with members of our Wolfenstein Community. The first two interviews have already taken place and have been published on the website. These were interviews with Ronboy, from Return to Castle Wolfenstein SP and Thunder from The Wolfteam and ET: Legacy.
Do you want to become a news reporter for the new WolfWatch website? Then simply register there and contribute whenever you want to.
WolfETPlayer has released Beta 1.0 of his "Call of Duty: Black Ops 3" map called "Siwa Oasis - Zombified". As the name implies, the map is an original map from Wolf ET that was ported to the zombie gameplay mode of COD: BO3.
You will need Call of Duty: Black Ops 3 in order to play this map. Currently, it's not possible for the map to be released as a standalone map.
Subscribe to the new modification over on "Steam"HERE
This map is a collaboration between Phisherman and me and the result of, in total, more than 4 years of more or less continuous development. It was created as a tribute to the good old times of RtCW. We hope it will bring back some memories to the old-schoolers amongst you. Since this is the second public release, any feedback, (ranging from bad texture-alignment to glitches), is welcome.
December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany. In a strategy meeting in an Eifel castle, German High Command has worked out plans on how to repel the invaders. Allied intelligence wants these plans destroyed before they can be distributed to the front line.
This map has three main objectives instead of one, two of which must be completed by the Allies in order to win the match. This was done in an attempt to prevent the massive objective camping by the defending team on some maps.
KeMoN and Phisherman would like to thank the following people for their help, advice and feedback.
WolfAdmin is a Lua module for Wolfenstein: Enemy Territory servers created by Timo 'Timothy' Smit. It is an enhancement of the existing game, mod and shrubbot functionalities, providing you with extra tools to administrate your server.
Among the features are advanced logging of player data, a new set of commands your administrators may use and a new set of custom voting options. Finally the module also provides some functionality which was originally provided by popular mods and makes them available on all mods.
Auto-kick players with no GUID
Balancer (both automatically and manually)
New voting options
New voting menu
Database (MySQL, SQLite3)
Incognito mode (toggles the @ flag, shows as guest and no aka in !listplayers)
Voice muting (blocks vsay and vsay_team)
Player locking (same as !lock but now player-specific)
Voting timeout (for !nextmap voting)
New shrubbot flags to grant new commands and features
New CVARs to customize above features
Many thanks to the contributors of ET: Legacy, NoQuarter, ETPub and the other modifications for their Lua implementation and inspiration for new features. Also, thanks to:
IR4T4 – advice, testing and contributions
Ninjadeer – ideas and testing
Old-Owl – ideas and testing
Spyhawk – advice, testing and contributions
Stephan – advice and ideas
And last but not least, the Splash Damage team for releasing such an epic game.
ETJump is a trickjump modification for Wolfenstein: Enemy Territory. It is based on etmain and includes bugfixes and lot's of features to give you the perfect trickjumping experience.
Changelog: Increased progression tracker limit from 10 to 50. K43 and Garand no longer have any spread. Added spawnflag 8 to target_startTimer to reset the runtimer if pmove is not fixed Added spawnflag 16 to target_startTimer to disable use of save slots and backups Portal gun changes: Both portal gun fire rates are now equal. Lowered the minimum allowed distance between the portal gun portals. Changed other players' portal color 1 to green to make it more distinct on light surfaces. Enhanced vote UX Spectators can now see the y/n count. Selected y/n is highlighted. Revoting is now possible. Players can change their vote 3 times 10 seconds after the vote. Removed unused cvars. Vsay now plays the same voice for every player. Fixed a click event issue in the widescreen UI. shooter_rocket can now hit players. renamed target_tracker tracker_setIf key to tracker_set_if to match the other keys. fixed long map name not flipped correctly on map loading added spawnflags 2 for weapon_portalgun entity to make it rotating around its center added spawnflags 4 for all item_* and weapon_* entities to make them bobbing if they are floating in the air (1) vid_restart no longer breaks timerun timer. misc_landmine no longer crashes the client. CHS 50 displays the last jump coordinates.
This is the new version of TITEUF's "RtCW The Dark Army - Uprising" that many RtCW fans have been waiting for, the "addon" version of the original "standalone" mod, that can be simply added to the original Return to Castle Wolfenstein install. This version has been created for the RtCW community by Vicpas.
Deathshead is back to unleash the power of an ancient artifact through the uprising of his new mechanical troops, will B.J. Blazkowicz survive this deadly new mission?
This new RtCW Mod, created by V00id, adds the shotgun of the multiplayer mod, "WolfTactics", to the singleplayer game. The shotgun is bound to "weapon slot 1", (same as the knife). It uses the same 9mm ammo as the Luger.
Change History in Version 1.1:
- Reduced the firepower (From 8 to 6) - Increased the weapon spread (From 750 to 2000) - Added a player recoil
- Latest official update 1.41 of RTCW is needed. - Important: Backup the files "cgamex86.dll", "qagamex86.dll" and "uix86.dll" of the RTCW installation folder (where the "WolfSP.exe" is. Default: "C:\Program Files\Return to Castle Wolfenstein"). - Unzip "RTCW_SGWT_MOD.zip" to a neutral folder (NOT the RTCW installation folder). - Copy the content of the sub folder "RTCW" into your RTCW installation folder.
This the first official release of the map, "Kerkyra", created by -SSF-Sage and Pegazus from SM-Mapping.
In the year 1941 a group Italian archaeologists found a buried stash of ancient writings. One of the documents mentioned a lost mythology. It stated if an army chief used three charmed artifacts, his fighters would become invincible.
These artifacts were the unstoppable Achilles' Sword, the impenetrable King's Crown and the Emperor's Chalice that gives drinkers bulls strength.
Another legend tells about an Empress bragging about similar items. The archaeologists believe the items are same and their secret unknown. A group of Axis soldiers is sent to inspect the Empress' old Palace at The island of Corfu.
Sheriff has put some Sabio Gang members in Jail after a long night of committing hostile deeds. The Gang in dark coats is up to free their Fellows.
If you decide your Fellows deserve their nights in Jail you can find multiple other ways to entertain yourself in the lovely Western town of Pegaso Pass.
Axis: 1] Destroy the Gunsmith's door 2] Steal two packs of Dynamite 3] Steal a Detonator 4] Prepare the Detonator! 5] Activate and defend the Detonator for 30 seconds!
Allies: 1] Don't let them destroy the Gunsmith's door 2] Don't let them steal two packs of Dynamite! 3] Don't let them steal a Detonator! 4] Don't let them prepare the Detonator! 5] Disable the detonator before the 30 second timer runs out!
Pegazus For some assets provided for use in this map. Also great help on sketching, planning, testing and general support.
GANG$TA For great bot files
Beta1.5: -More cover to cut straight paths and better spawn exits -Two new rows of houses added to stop camping -More routes to objectives -Removed and widened Church doors -Limit trickjump area access during objective play -Fix crash bug on detonator -Removed detonating by jump -Only axis can arm and allies disarm the detonator -Added routes etc. features for Omnibot -Detonation time 30secs->35secs