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Written by Wolfmap.de, Mar 07 2007 at 18:18

Maps/Mods
For all people they dont like snow, here a spring/summer/autumn version of the map Wolfsrudel. In the bundle waypoints are added for Omnibot, called wolfsrudel3.way. This will be the last version of this map. Thanks for all people for supporting me and have a great time.

Changes to the previous version:

  • Not to high contrast (console friendly)
  • Loading Screen for the Springtime Version
  • Remove the Snow
  • Textures change for Springtime
  • Omnibot waypointfile wolfsrudel.way
» read more on Wolfmap.de
Written by Wolfmap.de, Mar 07 2007 at 06:53

Maps/Mods
The Allies must steal 2 Radar Prototypes out of an Axis Castle and Escape with a Truck.To get to them they have to blow the Walls of the North and South Tower. In the North Tower is a Command Post wich enables forward Spawn Locations to the Team that has built it. In the first Castle Yard there is a Room with the Door Controls for the Yard Doors. To get better access to the Objectives Allies have to destroy them by Satchel or Dynmamite.

frost_comp_b6 is the competition Version of frost_final.

» read more on Wolfmap.de
Written by Wolfmap.de, Mar 06 2007 at 13:46

Maps/Mods
The Axis Forces have built up a base in the Center of Karsiah. They also have their Main Base there. The Allied Forces have the Mission to steal all Secret Axis Documents and transmit them to overrun the Axis Forces in the South.

» read more on Wolfmap.de
Written by Wolfmap.de, Mar 06 2007 at 13:08

Maps/Mods
The Axis have infiltradet the Stargate Center in the Rockys near the Colorado River to steal two Boxes of high explosive Naquada which is supposed for an Airstrike over Hamburg (Germany). Axis have to hold the base till they can establish a Wormwhole to the other Gate in the infitrated Russia in order to escape. Allies must infiltrate the Stargate Center and secure the Naquada with a Truck.

Changes/Fixes:

  • added missing textures
  • gate destroy by satchel instead of dyna / harder tank repair
  • allies capture the forward bunker only if the tank reach the tunnel entrance
  • barriers removed
  • voice announce changes/fixes
  • reduced door opening time to 7 sec at the objective (need more teamwork to get the objective)
  • 15+10 min mission time (allies gain +10 min extra time if they reach the tunnel with the tank)
  • 12 sec allies / 20 sec axis respawn time
» read more on Wolfmap.de
Written by Wolfmap.de, Mar 06 2007 at 00:05

Maps/Mods
Axis have constituted an headquarter in the school of Odenthal. Therefore they rebuild some parts of the school and the town. The Allies forces have to escort their Jagdpanther through the streets of Odenthal to get access to the school. After this they have to destroy the Main Entrance and the Generator to disable the magnetic seal of the Security doors to get access to the main building of the school. Inside this the Axis store their secret documents which have to be secured by the Allies Forces.
» read more on Wolfmap.de
Written by Wolfmap.de, Mar 05 2007 at 23:53

Maps/Mods
Germany, 1944. Allieds and Axis competete with a new developed V2 rocket. The military power where can first build/develop all six parts attains a crucially war advantage.

Fundamental/Characteristics:

  • Rocketrace is a Capture-the-Flag Dual Objective map and is a mix between baserace and darji2
  • As orientation guide the allied side of the map is tinted blue and the axis side is tinted red. Thus, you always know in which area of the map you currently are
  • Construction of the command post increases the speed of the elevator significantly
  • Forward Spawn: The new spawnpoint is in the 4th floor
  • Via an observation camera one can monitor the delivery of the construction materials to the according places at the main spawn
  • By the change of the elevator base plate one can recognize the speed of the elevator
  • Within some ranges the map gives it so-called Items which one to gather can. Here a Panzerfaust for the defense ammo, Medicpaks and so on. Respawn times concerns: 30s for Medicpaks and 45s for ammo/Panzerfaust
  • There is a teleporter in the parallel passage (waste water run) beside lower passage Axis / Allies. Destination is behind the MG42 wallhole near Panzerfaust ammo.
» read more on Wolfmap.de
Written by Wolfmap.de, Mar 04 2007 at 09:21

Maps/Mods
The allies have taken control of an Axis Sub Pen, The axis are mounting a counter attack using an elite squad to steal back the decoder. The allies much prevent this at all cost, the axis must get this decoder or lose the advantage in the war.

» read more on Wolfmap.de
Written by Wolfmap.de, Mar 04 2007 at 09:15

Maps/Mods
The Allies have control of Caen and have set up a Battalion Headquarters across the river. The Axis are trying to regain control of the town and get to a broken down tank, break into battallion HQ, and steal combat intelligence.

Changes:

  • the gate destroyable by satchel / harder gate construct
  • the cityflag will be capturable after the axis team move the tank
  • the tank will stop at the river and show the way to an axis bomber
  • bridge and tank barrier disabled
  • the axis team can reach the objective via the destructed HQ antenna
  • smaller file size (fom 6,1 MB down to 5 MB)
  • voice announce changes
  • the river is blue
  • missed link fixed
  • added war sound instead of wind, bird etc.
» read more on Wolfmap.de
Written by Wolfmap.de, Mar 03 2007 at 06:57

Maps/Mods
The Allies have intercepted intelligence that an important transaction will be occuring between the Germans and Italians in Venice today. The Allies must escort their Churchill Tank to blow the library open, commandeer the relic and escape Venice by Boat.

Changes:

The version of Venice has been edited and the "tc rc2" edition has been born by chavo one:

  • first half of the map is more compact
  • more paths/new ways to the objective
  • 1 new axis spawnpoint at south
  • objectives destroy by dynamite instead of satchel
  • the boat is non destructible
  • barriers removed
In this v1 version:
  • the "end canal" spawn point removed
  • instead of tank/boat barriers axis team can use the new south spawn point
  • allies must first repair the tank
  • harder tank reapir
  • outpost capture like in the original Venice
  • together with the gate the axis team door also will be removed
  • The axis team door will be removed on library will be removed together with the Library main door (the axis team door is not the side wall!)
  • slower tank and boat speed (axis get similar time to stop the tank/boat like on old Venice)
  • smallest Venice file size (only 14 MB)
  • voice announce changes
Less Spawn Kill Fixes:
  • faster tank repair
  • together with the truck the gate and the axis teamdoor will be destroyed
  • mission time 15+15 min
  • Allies gain +15 min if they capture the forward via truck/gate destroy
  • Axis mg removed from the library
  • the tank is no longer usable after blow the library doors
  • autospawn setting changes
  • reworked voice announces
  • smaller command and sound scripts
  • (less tank version: the tank stop and shoot after the bridge)
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 28 2007 at 11:37

Maps/Mods
Last night Axis forces bombed a small Belgian town after an Allied attack to conquer it. Axis managed to hold the town but a team of Allies are still trapped in the town and their only way out is to steal a tank and drive thru the bombed city.

Changes:

  • with non destructible tank
  • 25 min mission time
  • 18-18 sec respawn time (allies CP give 15 sec respawn time for allies)
  • voice announce changes
  • fixed names (better campaign support)
  • again samller file size 6,72 MB (old was from 9.33 down to 7.34 MB)
  • mission time 20 min
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 27 2007 at 22:22

Maps/Mods
April, 1940. The allied troops have found a radar base near the city of Narvik. The German Submarines in the North Atlantic seem to be commanded by this base and to be supplied with orders. The Mobile Emitters must be stolen and the Main radiomast destroyed. The Axis troops shouldn't be able to send new orders to their submarines.

Changes:
Allieds can now dynamite the right side of the bunker wall. Now there have three central places for attacking.

» read more on Wolfmap.de
Written by Wolfmap.de, Feb 27 2007 at 09:02

Maps/Mods
This script gives more balance and action on the Würzburg Radar map. You can use this script as ETpro script or a simple add-on (like soundpack etc.).

Download:

--> ET » Stuff » Würzburg Radar Gameplay
Changes:
  • Spawn time set: Axis 22 sec. / Allies 15 sec.
  • The axis command post decrase the axis spawntime to 20 sec.
  • The forward bunker will be capturable after the main door destroyed (Allies can't secure the forward spawn while destroying the main gate).
  • Together with the side/main door destruction, the axis team doors will be destroyed/removed by dynamite.
  • Voice announcement changes.
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 25 2007 at 23:00

Maps/Mods
The Allies have set up a command post on the mansion grounds to the south west. The Axis have rigged the bridge with dynamite. The allies must capture the detonator to complete their mission. The axis must destroy the radio at the command center to complete theirs.

Update #1:
The map should end in a Tie if objectives are not done by either team.
~Jecoliah

» read more on Wolfmap.de
Written by Wolfmap.de, Feb 25 2007 at 06:44

Maps/Mods
Axis must destroy the three XF5U Prototypes and steal the Schematics as well as the Fuel Formula and transmit to Axis command.
Allies must stop the Axis from accomplishing the above objectives.

Final List for 2.0 Release:

  • Fixed the Hole in the Mountain that players can fall through.
  • Fixed texture faces missing in the elevator shaft and the allied spawn doors.
  • Fixed the Planes to Display the correct XF5U name when player is near.
  • Fixed the Elevator where the Flame is Dispersed By the Bottom Surface of the Lift and Minimized Flames Entering Lift Compartment. (also fixed and tested dyno planted on top of lift will not damage players inside the lift anymore)
  • Added Ladder Brush to allow Players to climb out of Lift Shafts.
  • Flipped Allied Spawn Door Near Ammo and Health so as to not block players from the ammo upon exiting. (Also added another ammo supply so players don't have to fight to get to the ammo)
  • Closed off some of the second section with terrain.
  • Added Second Elevator Lift.
  • Moved MG42's in First Section.
  • Eliminated North Allied Tunnel in 2nd section. (added in this area another passage for faster allied access to the objs)
  • I extended the Sewer tunnel and created an access door within one of the Axis buildings.
  • Added some Palm Trees in the 2nd Section for cover and appearance.
  • Adjusted and added a few crates in certain areas.
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 13 2007 at 17:17

Maps/Mods
The Allies must steal a Radar Prototype out of an Axis Castle and Escape with a Truck.

frost_comp_b2 is the competition Version of frost_final.

Changes are:

  • North Tower destructible Wall is moved to the Front and some of the Rocks have been removed
  • Allies Spawn closer to the Castle and have two different Spawns on the Hills
  • Ladders at the Bridge Tower are now at the Back. More Cover for the Allies on the Bridge.
  • Extra Walls in front of the Main Gate are removed less Cover for the Axis
  • All 2 MG's where removed
  • Axis Spawn closer to the Command Post and Spawn at the Back if the Allies construct the Command Post.
  • The Door at the Radar can now be opened by everyone. (teamdoor removed)
  • The Truck is moved more left so the Objective Run takes little bit longer.
  • It's now impossible to climb the hills and jump over the Roof into the Castleyard.
  • It doesn't Snow anymore. (1337 PG's will disable it anyway :P)
  • Windows in both Towers are bigger so Axis can stop Allies from planting Dyno. (yes its a small pro-Axis change but i honestly think its good cause the Allies now Spawn really close to the Castle.)

» read more on Wolfmap.de
  
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