Rumours say the screenshots of the multiplayer from the upcoming Wolfenstein are leaked. Wolfenstein-Zone.com was forced by Activision to remove the pictures, but I've seen the screenshots are still online on many other sites, so I decided to host them, too.
I don't know if anyone still knows the map 'mp_dam' for RTCW, it was released by SD for the game some years ago and is based on the corresponding singleplayer level 'dam' of RTCW. I personally think it's not really suitable for multiplayer gaming but I always liked the scenery and therefore made a little conversion. Don't expect too much from it, it's pretty much like the good old mp_dam; I left the gameplay widely untouched. There's an entry in .sl-database of maps called 'et_dam', but it does not provide any info or links and I've neither ever heard nor seen any conversion for ET. If there actually is ... never mind, its a fun project anyway I did in my spare time. :) Probably best played with a maximum of 6-8 players per team. Shouldn't be working well on monster servers with 30+ players for gameplay does not really extend to the other side of the dam, as those old-school players of you will recall from mp_dam. But well, give it a try. See the included readme.txt for more details.
Short description:
General: Allied forces are attempting to destroy an axis dam to flood the military installation below. Allied objectives:
- Breach the lower service halls - Secure the generator control room - Destroy the Main Road Doors - Breach the lower dam tunnels - Breach the upper dam stairwell door - Destroy the main water regulator (main obj. , referred to as "Main Generator" by vo's in-game)
Axis objectives:
Pretty much a no-brainer, you can certainly guess them by the above ones. :)
The control room flag moves the spawns - if allies take it, they spawn there and move axis spawn to the dam quarters and vice versa. Oh yes and: the map is dark, as was mp_dam. If peeps don't like it, I'll make a brigher b2.
Please report bugs. I not in a clan and am therefore heavily dependent on your feedback.
The official site for the new Wolfenstein game due out this summer, Wolfenstein.com, has been opened and updated with screenshots, concept art, info and even some IM icons! That's right Wolf fans, the site is open with a forum for you and everything with much more on the way. Still to come are 3D screenshots, mission info and webisodes! Get over to Wolfenstein.com and get into the swing of things, it's gonna get hot around here!"
After visiting Wolfenstein.com, my anticipation turned into anger...
Tomorrow night's edition of GameTrailers TV is taking viewers inside Raven Software, developers of the new Wolfenstein title that looks to set itself apart from pervious incarnations of the popular franchise by being all bad-ass and mysterious. Gamers will get a first-look at one of the game's bosses, exclusive new gameplay, cut-scenes and more as they prep for Wolfenstein's release on the PS3, 360, and PC later this year..
GameTrailers TV airs Friday night at 1 AM Eastern/Pacific on SPIKE TV (10 PM PST on Direct TV).View a promo for the show and see some Wolfy footage after the jump.
Have no map source Files? No problem, edit the BSP! This Tutorial will show you how to Hex a bsp compiled level for all ID-Tech3 based games! This tutorial is provided as HTML- and PDF-Document.
During an intense attack by Axis forces using a small fleet of Himmel Airships the capital ship, Himmelsfaust, received heavy damage and was in dire need of repairs. Unable to function properly a retreat was ordered. The ship managed to make port at one the sky docks held be the Axis, however the allies managed to track the airships movements and now know the location of the damaged craft. They now plan to raid the sky dock and permanently damage the airship to prevent such assaults in future.
Calculation of LOD for playermodels (Level Of Detail):
The user can manually adjust the LOD-Minimum per surface, and see the model-detail change on screen. Every ET playermodel needs a so called (pre-calculated) collapsemap for the game to be able to render the model correctly. If a playermodel does not contain this LOD-data, triangles will go invisible. This tool can calculate the needed LOD-data. Be aware that LOD works automaticly in-game. Depending on the distance from the viewer, the game will render the playermodel on a different level of detail. If You look at a low detail model up close, it may look 'ugly'. In-game players only see low detailed models when they are far away. (Credits go to Stan Melax for his polygon-reduction routine. I only converted it to Delphi and added a few extra lines of code to it so it works better with non-closed/open models).
Convert .MAP brushwork to a .MD3 model:
Mappers can make a model in Radiant from just brushwork, and use this tool to convert it to an MD3 model. The final model can then be used in Radiant as a misc_gamemodel or misc_model.The tool will check if the .map-file does not exceed the limits for MD3-files (max surfaces/verticles/faces), so not just any .map-file can be loaded and converted to an MD3-model. Any 'common'-shader will not produce triangles, so using caulk is recommended..This option may be fun even for unexperienced model-makers.
Export frames from playermodels to animated MD3:
Save a selected range of frames to an animated MD3. Tags are also exported, so the mapper is able to attach other models to the final MD3.
Combine frames from MD3-files into one final MD3:
With this option the user can create animated MD3 models from a combination of frames from other MD3 models.
The map is located in Russia, Metro. Its rainy and you can't hear the enemy steps. There are many places to hide, but the ones moving is clearly in advantage.
PK3 Creator made by Flippy is a small application that can help you create your PK3 map file. It uses a simple user interface that allows you to quickly locate and select all the required files. The user interface makes it nearly impossible to forget files!
You don't even need to remember in which directory certain files should be located; PK3 Creator handles everything for you. You simply press the button of the required file, and you are brought immediately to the correct directory where your file will be waiting for you.
In addition, PK3 Creator can automatically find and add up to 95% of all required files,if they are available, after selecting the BSP file. It automatically finds the following filesbased simply on the name of the BSP file:
the Lightmap Directory,
the Tracemap tga file,
the Script file,
the Objective Data (objdata) file,
the Arena file,
the Sounds file,
the SPS file,
the Loading Image,
the Commandmap Image,
the Locations (_loc.dat) file.
It also reads the BSP file itself and finds every Texture, Shader and Model you may have used.
In conclusion: if you have organized all the above files properly in your W:ET mapping installation, all you need to do is select your BSP file and choose "Export To PK3" and you're done!