This map is a frag map. But you can find your enemies easier when you activate the detection round by grenading the well and drop into it. Then go through a teleport and move to the stairs to push the button to win a detection round. If you won 10 detection rounds you win the game.
There are three kinds of detections: object detection, wall detection & floor detection.
A detection round can be won by both teams. If your team won the detection round the enemy can't hide himself behind a wall / on the floor / behind an object. The computer randomly chose which detection you won.
And by the way, the well is in the middle underwater (for the ones who can't find it).
The thing what many people has been waiting: Enemy Territory - Quake Wars is now release-ready! With this information we can expect a demo in few weeks, couple weeks before the official release. Game will be released (as you know) September 28th in Europe & Australia and October 2nd in North America.
Quote from the official announcement:
QUOTE
We could never have dreamed that before we had even released the game, we would have had over 100,000 posts on the game's forums, over 80,000 registrants for the Betas, or that we would meet thousands of you in person in London, Los Angeles, Dallas, New York, and Germany on the many ETQW tours and events we've attended.
...
Of course this is just the beginning of the next phase – that of the ongoing support for Enemy Territory: QUAKE Wars. Our first goal after completing the game's demo (planned for release in mid-September - we're working on that right now) will be to watch closely and address any issues that come up in the first few weeks after the game's release.
The "Team Neelix", known for their "Neelix Campaing Creator" and the QMM Plugin "gmScriptMod" released the Sourcecode of the QMM Plugin "GameMonkeyScriptMod".
Apologet by PM: "After Dutchmeat developed the DutchFix for True Combat Elite as a QMM Plugin, I played around with QMM and realized, that such a Plugin is very powerfull. The bad thing with QMM was, that QMM is very static. You need average programming skills to create your own individual QMM Plugin.
At this time I started playing around with the scripting language GameMonkey and thought, that the combinition of both could help Admins with scripting skills, but without coding skills.
So I started the gmScriptMod Plugin as a proof of concept for me to see, if GameMonkey is fast enough for such a task... It is!
I gave the prototype to Dutchmeat and he helped me with the QMM hooks after the basic script routine was implemented and fast enough. The project grew! im2good4u and Dr.Evil (Omnibot Project) started with helping and finally, we released the binaries 1.0 and 1.1. But after the release, I was very busy with my education and was forced to stop the project. Dutchmeat became Project leader, but due to other pending projects and his education, the gmScriptMod development stopped.
It's a long time since our release of gmScriptMod, but there are still regularly people asking for it. If we still support it, if we keep on developing it or if they can get a copy of the source code.
So, we (Dutchy + Me) asked all developers that worked on this project, and all agreed with the OpenSource move.
We hope that others can help us finishing this project. Would be cool, if somebody can make a Windows and Mac Version. The support for RtCW and all other QMM supported Games would be nice too.
Or somebody can move GameMonkey scripting to the 'No Quarter' Mod.
We both would enjoy to see, the project results inside the game. We believe that it can make the Server more flexible and is worth to keep the project alive."
Duke's knife, the Spear of Destiny is feared among many. Last time the Allies were success full in stealing The Spear of Destiny. The Axis HQ have learned where the Allies keep Duke's knife and gone try to steal it back. The Axis need to repair the tank, take control over the city and use the tank to break into the bank. If the Axis are successful then the train stands ready to bring them to safety.
"Here is a source of Streets of Italy FP2 map for Wolfenstein - Enemy Territory, a map by IndyJones, Pazur and Isbowhten. The file is including 15 custom ASE models made by me, IndyJones.
Inside this rar file, I've also included .map file of never released FP3 version with very small changes, like damaged ramps. It doesn't contain sky brushes that block VIS, therefore you should export them from FP2 version or make your own.
You are allowed to do any changes to the .map file, but if you are going to release changed version, don't name it Streets of Italy as I can't guarantee that the map is good enough to release. If you want to make a 'official' next version of SoI, please contact me before."
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.
1st - Special fun commands on the server (like !pants etc.) with a special level named "LMS winner" and custom made personally designed medic and ammo packs for your clan/community
2nd - Custom made personally designed medic and ammo packs for your clan/community
3rd - Custom made personally designed medic pack for your clan/community
If you're not in a clan/community and you are THE BEST player without clan/community between the 1st, 2nd or 3rd places, we will happily give you special commands and a special frag movie to show off your skills, made by our very own eCo|Mrbluesky and eCo|Shyguy.
Use the teleporters to get to the enemies base, here you must try to steal all five Gold crates. Stolen gold crates have to be deliverd to one of the pillars in own base.
It's a giant bathroom where you can jump around. There are lot's of hidden teleporters to get you on the closets and jumppads to fly high. The gravity is set to 200 for gameplay. Have fun!