Cast your votes for ET Legacy

The good people over at modDB have launched their annual “Mod of the Year” award competition. There are three phases and in the current phase 1, people can nominate their favourite mods. After Phase 1 the Top100 will advance to Phase 2 and in phase 3 the mod of the year will be announced.

Auto Draft

Admittedly, the competition is fierce and we are a small mod for a 13 year old game. However, there are over 10.000 mods out there and we are convinced of the general performance and visual enhancements we have already brought to the game. The fact that this forum thread is relatively quiet right now is a little bit misleading.

 

• Our activity on GitHub is wonderful.
• The regular game textures are ready and awaiting the 2.76 release and we are working on setting up the advanced texture mapping with normal and specular maps.
• Thunderpwn has been hard at work replacing all static mapobject models to bring us one step closer to complete freedom from the license restrictions that are still in place.
• DimitriZer0 is working on a custom player model to replace the standard ones. Currently still in alpha state, the future plans are promising with different skins depening on the map setting and also appropriate backpack and gear for the different classes.
• There are currently 3 maps that are being worked on, to ship ET: Legacy with fantastic maps that make full use of the new, powerful renderer. These maps are Bergen, Würzburb Radar and Goldrush. And Seawall Battery is even a close candidate for a 4th map.

This sounds like a lot and you might now be wondering, why there aren’t more news on Forums or Social media.
The answer is, that the majority of these points are still in alpha state, which means they are still subject to constant change. We are testing different ways and approaches, which means that showing something off, could mean that after a few weeks this is already outdated. Nevertheless, if you are interested in the closer development and want to follow current discussions, bug and feature problematics and the occasional sneak-peek into said alpha state development, then please don’t hesitate to join us in our public Gitter channel.

Our latest release 2.75 ‘Learning to Fly’ from the 13th of September, has already been downloaded a staggering amount of 14.000 times!
We are very proud of that fact and appreciate all the support we get from you, our community.

Please help us spread the word.
If you have a modDB account, please take the 2 minutes and nominate us for the ‘Mod of the Year’ award.
Let’s make sure the global gaming and modding community, knows that great games can live to great age.Auto Draft

River Port B1 – Released

A new map by SM-Mapping – Sage and Pegazus!

After over a year of testing and balancing the map it is time to release this exciting map! The map download includes advanced omnibot waypoints. This map is released as first beta to hear wider feedback, but it feels like final. Enjoy!

Story:

Allied intelligence have found out about Axis testing V2 missile in one of their Submarines. While the missile could be launched underwater it would be devastating to New York, London and other Allied Capitals. A group of Allies special forces are sent to sabotage the mission and use the Axis weapon against theirselves.

Objective for attacking team:

Allies:
1] Escort the M8 Greyhound to the road facing their Headquarter
2] Destroy their Anti-Tank Gun
3] Destroy their Tank Barrier
4] Breach the Headquarter Entrace with the M8 Greyhound
5] Send a false command for the Axis U-boat to come to port
6] Steal the V2 Launch Code and secure it into the U-boat Controls
7] Construct a V2 launch hack at the U-boat Controls
8] Launch the V2 missile from the U-boat Controls

Screenshots:

Click image for larger version.  Name: rps1.jpg  Views: 6  Size: 313.8 KB  ID: 15261Click image for larger version.  Name: rps2.jpg  Views: 7  Size: 512.3 KB  ID: 15260Click image for larger version.  Name: rps3.jpg  Views: 7  Size: 394.0 KB  ID: 15259Click image for larger version.  Name: rps4.jpg  Views: 6  Size: 471.3 KB  ID: 15258Click image for larger version.  Name: rps5.jpg  Views: 5  Size: 324.1 KB  ID: 15257

Full readme:

Code:
//===================================================================================================>>>
// Mapname : River Port B1
// BSPname : river_port
// Released: November 2016
// Version : Beta1  /// 7th Version
//
// Map made by: -SSF-Sage and Pegazus from SM-Mapping
//
// Contact Sage	  	: ssf.sage at gmail dot com 	 //-SSF-Sage @ splashdamage.com/forums (prefered)
// Contact Pegazus	: Fruity12 at hot dot ee 	// Pegazus   @ splashdamage.com/forums (prefered)
// SM-Mapping site:  http://www.hot.ee/smmapping/
//===================================================================================================>>>


Please contact us for any feedback, suggestions, constructive critisism, bug report etc.

=======================================================

Story:


Allied intelligence have found out about Axis testing V2 missile in one of their Submarines. While the missile could be launched underwater it would be devastating to New York, London and other Allied Capitals. A group of Allies special forces are sent to sabotage the mission and use the Axis weapon against theirselves.

=======================================================

Objectives:


	Allies:
		1] Escort the M8 Greyhound to the road facing their Headquarter
		2] Destroy their Anti-Tank Gun
		3] Destroy their Tank Barrier
		4] Breach the Headquarter Entrace with the M8 Greyhound
		5] Send a false command for the Axis U-boat to come to port
		6] Steal the V2 Launch Code and secure it into the U-boat Controls
		7] Construct a V2 launch hack at the U-boat Controls
		8] Launch the V2 missile from the U-boat Controls


	Axis:
		1] Stop them from escorting their Tank
		2] Defend the Anti-Tank Gun
		3] Build a Tank Barrier to prevent them getting over the Bridge
		4] Protect the Headquarter
		5] Don't let them use the Radio
		6] Protect the V2 plans
		7] Deconstruct any hacks at the U-boat
		8] Don't let them use the U-boat


=======================================================

Disclaimer:
	
	We can not be held responsible for anything.

=======================================================

Credits:


One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.

Avoc
	For a flower texture

Rayban
	For an alpha tree texture


=======================================================

Map testing:

//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!


Members and players from:


 {WeB} Clan
 http://webclan.freeforums.org/

 UJE Clan
 http://www.ujeclan.com/

 Bunker Community
 http://bunker.aaxxss.com/

 Ets| Community



Special thanks to:


 GANG$TA     from     {WeB}  Clan

 Dogster     from     {WeB}  Clan

 Niek        from     [UJE]  Clan

 o-0._.0-o   from     |>B<|  Community

 Kate        from     Ets|   Community



=======================================================
Installation:

	Put the pk3 file into your Etmain folder.


Uninstallation:

	Delete the pk3 file from your Etmain folder.
=====================================================


Changelog:

Second test:

-New route to trainstation balcony
-Constructible mg at trainstation balcony
-Made AT-gun entrance easier
-Added a rock to jump to AT gun
-More cover at Middle area
-Moved CP closer to axis for fairer fight
-CP does not give spawn, but turns axis spawntime 15->20
-Added ladder up from river near Hq
-Radio timer 5X5 sec segments
-U-boat radio 10 seconds
-U-boat second access
-Redone U-boat from brushes instead of model

Third test:

-Radio timer 3x10 sec segments
-At gun spawn capture point few meters further
-Uboat radio 10->15 seconds
-Removed "jump rock" from At gun
-Removed balcony MG
-Removed Command post
-Raised the ATgun concrete slightly
-A roof allies used to camp ATgun made slippery

Fourth test:

-Tank damage 400->600 HP
-Tank speed 100->80 Units/s
-Move U-boat half meter closer to Axis
-U-boat timer 15->20 seconds
-New sound for U-boat timer

Fifth test:

-Improved FPS noticeably
-Radio 2x15 seconds time
-U-boat V2 launch construct/deconstruct
-Moved fence near AT Gun for more space
-Adjusted things for more cover at AT Gun
-Tank capture spawn point few meters earlier
-Sub doors bigger (by 4 units)
-Added clips for easier travelling
-Balcony MG Nest kit appears after 7 mins

Sixth test:

-Added Back door to last axis spawn for easier defence
-Added 4x Health&Ammo Cabinets
-Easier to approach AT Gun
-Improved details
-MG Nest kit appearance 7mins->5mins
-Radio counter 2x20seconds
-Voice-over

Beta 1:

-Changes to Port part to make defending Sub easier
-Improved FPS at Port area
-Tank Health 600->750
-Added location data
-Allies win if timelimit ends after V2 launch
-Added diversity to Omnibot files


Download from Enemy-Territory-Stuff

Download from Upload.ee

Thud in the Sand B2 released

After long break, WuTang decided to make B2 version playable and release it.
The most important bugs from B1 version should be fixed, and many things added.

 

Thud in the Sand B2 released Thud in the Sand B2 released

CHANGELOG:
– Another bunker enterance.
– Chevy (green) Truck moved to the new bunker exit on the other side of mountain.
– A little performance fix, but it’s still quite bad.
– Fixed shaders bug of water & sky textures that bugged textures on other maps in map-rotations.
– Fixed objective deliver points, so you can’t capture the Key and other objectives at Truck anymore.
– Another floors on buldings, roofs, plus many more brushwork.
– Changed spawntimes to balance map a little.
– Stones at waterfall are not models anymore, but brushes.
– Tunnel terrain is not so flat anymore.
– 2nd allied spawn is devided on two positions (under one spawnpoint)
– Added objective cameras in limbo menu.
– Added pipeline holders so they look more real.
– All cables are non-solid now and will not block jumping players in tunnels anymore.
– Configstrings – all soundscripts are called just s[number], that’s all I could do about it.
– Brushes, entities, textures, and scripts cleanup.
– Truck barrier has new design.
– Added missing sound when The Key is dropped, or delivered to the Safe.
– 1024×1024 command map

Screenshots of changes:
Thud in the Sand B2 released Thud in the Sand B2 released Thud in the Sand B2 released Thud in the Sand B2 released Thud in the Sand B2 released Thud in the Sand B2 released Thud in the Sand B2 released Thud in the Sand B2 released

 

Download map from TWT website.

1 2 3 4 5 44