ailmanki made a scriptfix wich prevents that a player can on one point of the map walk into a wall, hide, see and shoot outta there. The fix is included into the download file.
Escort the Tank to the Bunker and blow the Doors. Dynamite the Safe and steal the Secret Documents. Build the Fieldradio to transmit the Secret Orders. In this Mission the Command Post is very important cause it activates Spawnpoints near the Bunker.
Marko just finished setting up the Mappers' DataBase. The aim of the database is to gather all ressources available on different games to help other map makers. This database will host prefabs, textures, shaders, models... They almost got 100 items in the database (mainly Wolfenstein: Enemy Territory maps / prefabs at the moment) and would like all mappers willing to share their work to do so.
Molotov released a fix for the map wich makes the tank usable, but still not damageable and he added voice announcments for the main objectives. The fix is included into the download file.
Allied intelligence has learned of the existence of Operation His Beard, a top secret project that the Axis top minds have been working on. If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign. The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding. Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.
The night version has reached its final version. A few new areas have been opened up, most significantly the new entrance to the lab and a new "upper" area has been opened by the axis backdoor. The barb swing gate has been changed into a "neutral barricade" - when axis construct it, it will be a barbwire. When the allies construct it, it will be wooden wall, blocking the way down the road to the lab, providing valuble cover. The truck has been moved to the left of the tunnel exit giving the axis a better chance to intercept the allies when they steal the objectives. Apart from that, a few new objects have been placed and some new aesthetical elements aswell.
This pack includes five diffrent types of scopes used during World War 2. American, Britain, German, Japanese and Russian. They are copied from CoD5 and converted by IndyJones to W:ET.
I made this mod just for fun and to show how it's possible to use flags with transparency in W:ET. Feel free to use this mod as base for your own mod, I don't care.
Elitemod is a mod on top of etpub 0.8.1 source code. It does not represent etpub officially or its community in anyway, however if it were not for etpub this mod would not be here. It has several source code changes as well as client side modifications. Most of the changes center around beginning a new class, rearranging weapons, adding AP mines and the GPG44. Elitemod uses a combination of custom, imported and contributed mods. This is a community mod and modders are free to contribute, change or improve on what ever they want. The source code of the final version will be released at some point to solicit more modding, fix bugs, and make improvements.
Compiled with earlier version of linux (glibc 2.3) for compatibility with servers
Added improved weapons card (gpg44)
Added GPG44 selection icons
Added vchat sounds for special ops
Adjusted MARK 3 Sten and GPG44 firing rates slightly
Removed pliers from Special Ops, this was deemed too much of an advantage
Reduced MARK 3 Sten firing rate to adjust for less heat restriction
Changed tripping line of AP mine to yellow
Made AP mines disarm-able, and added a charge-time and environment mods
Updated the weapon stats to not display Garand/K43 when a GPG44 is fired
Added the GPG44/M to engineer, and special ops class
Minor mod changes to Chopper, MP43 and GPG44
Included the default uniform pack inside the main client file
Fixes:
Fixed missing 3rd person Banzer shader
Bug when picking up GPG44 from ground
Special Ops
During WWII the Unites States had a special ops branch which was much like the special forces of today. These were men who dressed according to the occasion ranging from civilian cloths to full combat gear. They were mission oriented and had a broad range of talents. The Reich also had a similar branch which was kept more secret and little intelligence survived the war.
In ET, the special ops is a new player class which is designed to be more fun and versatile. This is a hybrid class, useful in many ways and hell-bent on helping any way they can. They have a unique weapon called anti-personnel mines which can be deployed to safeguard objectives and intimidate the enemy. In addition to the tools that traditional field ops carry, the special ops have engineering pliers to help construct objectives, a medic syringe to revive players and even heal others (if enabled) and satchel charges to destroy minor objectives.
Note:
The special ops do not carry dynamite, med-packs, or landmines. They do not possess the ability to use disguise like the covert ops. They do not use heavy weapons.
Special Ops Skill
This skill replaces the signals skill. It has been modified for use with special ops. Use of the artillery, airstrikes, AP mines, poison needles, and thrown knives increase this skill.
Health System
The health system has been changed to give health to players gradually over time and only as their various skills develop. Health no longer has anything to do with how many medics are on the team. This new system is fair to all players and rewards accomplishment.
Continuing where the previous Breakout left off, the Allies must fight their way through surrounding Axis forces and to freedom.
Changes:
Lowered the overall amount of portals - this should hopefully prevent any major FPS drops some players were complaining about.
Made the allied CP house solid - the windows are not breakable anymore, and they are not transparent. This way the CP and the objects inside the house will not be drawed when standing from the other side of the map.
Lowered the axis respawn.
Moved the axis bunker spawn to a more central location - they now spawn in between the two corridors.
Dynamic lightning was removed - it made weird dark shadows appear all over the map, and I didn't have the patience anymore to try and fix it.
A "Bunker door" has now been placed. This door will automatically close when the tank reaches the entrance of the bunker, preventing the allies from simply jumping in from their trainstation spawn and into bunker where they can destroy the bunker debris within moments. The door automatically opens when the tank passes the bunker debris.
Objectives and Gameplay:
Allies must escort the tank to the exit rail tunnel to win, starting at a disused mine and then along the railway track to the station.
Axis will try to dynamite the footbridge over the railway to block the tank. If they do, Allies must dynamite the wreckage to clear the path.
At the station the Allies must then build a ramp to lift the tank off the rail track and into the station courtyard. Axis can construct a tank barrier just beyond this, so these objectives are fought over at the same time.
Once past the barrier the tank must go through the tunnel under the railway. Axis will try to dynamite the tunnel to block the road. If successful, Allies must dynamite the rubble to clear the way.
The road then leads into the Axis bunker - Allies must escort the tank through the bunker and out the other side. The final chance for the Axis to block the tank is a desperate measure - they can destroy their own overhead bunker control room, so that the debris blocks the bunker exit. But this damages and buries the Axis CP located there.
If the bunker control room is destroyed, the Allies have to dynamite the debris to clear the path. This also clears the rubble from the Axis CP, allowing it to be rebuilt.
Finally the tank gets back onto the rail tracks and can escape through the exit railway tunnel.
A little bit of Wolfenstein news, sort of... Endrant, the new 'start up' studio that's working on the Multi-Player aspect of the upcoming (where is it guys!?) Wolfenstein had a little feature in Develop Magazine this month. You can read the full thing by downloading the PDF (free).
This skinpack is made for run only on noquarter mod the changes are applyed only on image files without scriptwork this is a tga full quality skinpack all changes are made in high definition with paint shop pro x2 without added compression.
Axis have stashed a lot of gold in egypt. Allies have to get the tank and escort it all the way through egypt land. If they do, then they have to take the axis gold back and escape with the truck so the egyptians will have theire gold back.
Extra features:
Flying carpets instead of an elevator
Catapults
A ghost that will follow you in the long hallway
Fun sounds
Some scary things
I've played a lot with lights to get a good feeling in this map
Today we relased a new language for Splatterladder: Italian You can activate it by clicking on Italian Flag avalaible at Sl.Home. If you might found any error or mistake, please let us know.