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Written by Wolfmap.de, Feb 09 2007 at 08:17

Community
"The invisible anti spawn-kill clips (in the following being referred to as "spawn-kill roofs" or "roofs") were inspired by Chruker who once released a similar script on the EtPro forums. They were written to prevent players from spawn-killing and reduce administrative work on "No spawn-kill servers". They are based on scripts that come with EtPro 3.2.6 and some from the EtPro forums at https://bani.anime.net/etpro.

The roofs are protecting spawn-areas in open spaces like on Seawall Battery at the beach. For example, an axis fieldops throws an airstrike marker down into one of the allied beach spawn-areas. He will get a message saying "Aborting, cannot see target!", same with artillery. Mortar shells would just go off on top of the invisible roof and do no damage inside the spawn-area. The only possible way to spawn-kill with these scripts is to use Flamer/Panzer or Mobile MG. Light weapons, as well as riflenades, do not count as spawn-kill on [!!!]Hirntot-Community servers."

Download & Info:

--> ET » Stuff » Anti Spawn-Kill Roofs
--> Info @ [!!!]Hirntot
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 08 2007 at 17:45

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.

» read more on Wolfmap.de
Written by Wolfmap.de, Feb 06 2007 at 09:48

Maps/Mods
Well another map is almost done. UJE_building_sniper I named it , this map is made pure for fun. Two high and I mean super high buildings standing against each other. Again it's a snipermap, but there's a way to cross again for fun play, you can jump from a 100 stores building and try to land in the water or you can try to jump on the trampoline. The way up or down can be done by a elevator who was made by [UJE]C he has made the elevator in I think an hour. Fine tuning took a little bit longer, the elevator makes the map I think. I've released the map as a beta because it's not completly ready. A few sounds must be added and the fog must be adjusted and some stuff more. But I'm a little tyred of making this map, it took a lot of time longer that it was supose to be. Well the map is good playable and fun. There can be lot's of fun fights on the lowest level. that was my intension. After this beta version it's gonne be final but first I got to see how the map is going to be played.
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 04 2007 at 18:00

Others
"After writing dozens of campaigns for Bunker 2 and Bunker 42, I got the bad problem that it is just too time consuming...
So I had the idea to write a program, which does get some informations from the pk3, and then create the campaign out of it.

The result is a tool with wich you can have an overview over all your maps; it does detect which team has to attack, timelimit and other things... It does also extract the command map and the loading image - for previewing." ~ailmanki

Download & Info:

--> ETpk3Stats Website
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 04 2007 at 11:00

Mods
"Due to problems on my public server of Allies spawncamping Axis once both gold crates are secured, I decided to try to force Allies to take the truck and finish the map by creating some new spawnpoints for Axis round the back of tank barrier 2, which breaks the Allies hold on the courtyard.

Couple of problems though. First off, I had to decrease the wait time from 500 to 200 before setting the first autospawn points to even get the script to work, otherwise I had Axis spawning at the bank on mapstart. I can live with that, but what is annoying is the fact that the new spawnpoints mess up the spawn point allocations, which means that anyone who uses a bind/script to choose their spawn point ends up in the wrong place." ~McSteve

Download:

--> ET » Stuff » Goldrush: New Spawnpoints
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 04 2007 at 10:41

Maps/Mods
The Allies have uncovered the source of an Axis chemical refining campaign. Determined to neutralize the threat, Allied forces are attempting to destroy the chemical stock pile by releasing three volumes of Axis-developed 'counter-agent' into the circulation system of the refining facility.

» read more on Wolfmap.de
Written by Wolfmap.de, Feb 03 2007 at 06:54

RtCW/ET
"I have a bunch of new scripts that correct a timing bug that might cause winners to be reported incorrectly during last-second SW matches due to excessive wm_endround waitstates." ~mortis
--> Download @ ETpro-Forum
» read more on Wolfmap.de
Written by Wolfmap.de, Feb 01 2007 at 10:03

Maps/Mods
The German U-Boote in the North Atlantic seem be commanded by this base. The Mobile emitters must be stolen and the main radio must be destroyed.

Change to the previous version:

  • Modifying some textures and fix textures errors
  • Modifying Antenna Model
  • Ladderchanges
  • Soundfixing part 1
  • Textures Fitting
» read more on Wolfmap.de
Written by Wolfmap.de, Jan 31 2007 at 18:05

Maps/Mods
In the days after the landing at normandie allied forces tryd to force there way to gain controle over a greath part of france and belgium now the battle of the arden has started thy have to destroy the heavy artillery installations of the axis.
» read more on Wolfmap.de
Written by Wolfmap.de, Jan 29 2007 at 18:47

Maps/Mods
A B-25 Mitchell bomber was en route to Berlin to deliver an Atomic weapon when the plane was shot down over enemy territory. The wreakage is being stored in a nearby Axis tank factory where scientists will study the bomb. The Allies must recover the 'Little Boy' Uranium Bomb from the warehouse, get it to the truck and escape with it back to allied territory.

» read more on Wolfmap.de
Written by Wolfmap.de, Jan 29 2007 at 18:01

Others

Download & Info:

--> ET » Bots » Omni-Bot 0.6 (Stable)
--> Omni-Bot 0.6 Changelog
--> Weapon Script Article
--> Omni-Bot Website
"Finally, the long overdue 0.6 version is here. This version has seen more testing and fixes than probably all the previous versions combined. We're going straight to calling it STABLE on this one.

Also, please help me thank jaskot for his role in this release. He has spent crazy amounts of time over the past couple weeks to overhaul all the standard ET maps, both waypointing and scripting. He has also been key to alot of the bugs that have been squashed in this release by providing me detailed explanations and/or easily reproducible test cases for problems that arise. He's also been very handy at debugging some linux issues we've gone through as well as general linux testing.

Also in this release is a recent snapshot of all the user submitted waypoints, also thanks to jaskot. We will likely do this with every release to reduce a new bot users need to download a bunch of individual files for 3rd party maps. Obviously due to time constraints we are unable to test every 3rd party map, though the standard ET maps should always be in very good shape, and will likely represent the best supported bot maps due to our focus on them. There's even a script that enables the bots to play railgun now and ride the tug and hit the track switch.

We're confident you will see a leap in quality in 0.6 over the previous release. As always though, please post feedback, problems, etc in the forums.

There's also a new article on weapon scripts for any mods that have new weapons that wish to add support for them with the bot.

SOME IMPORTANT NOTES: This version doesn't work with current Jaymod and etpub. They will need to be updated with the latest bot code in order to support 0.6 Until then if you want to try the bot you will unfortunately need to use the etmain version that the installer comes with.

You must run ET with com_hunkmegs set to at least 64 Megs or some maps could shut down prematurely.

To view waypoints on linux listenserver, you need to do the following:
1) Make an environment variable called TMP, such as export TMP=/tmp The reason for this is that the bot now uses boost interprocess communication to tell the client to draw shit directly. For some reason on linux this means creating a temporary file somewhere for the shared memory.
2) cg_omnibotdrawing 1 in the client console."

» read more on Wolfmap.de
Written by Wolfmap.de, Jan 26 2007 at 10:55

Maps/Mods
The Allies have intercepted transmissions that the Axis are coming their way and intend on looting their gold reserves.
» read more on Wolfmap.de
Written by Wolfmap.de, Jan 26 2007 at 01:26

Maps/Mods
Two Boats stranded in the middle of the ocean. On board the only survivors were Snipers. When you get boared or when you are on your own, you can always shoot some ducks or hawks as a target practice. This map is specially made for the sniper community on ET. Because it's a growing thing. Have lots of fun with this map.

Map features:

  • The drinks machines work and give health.
  • Helicopters don't fly but the rotors move with sound.
  • There is a big Fog horn in the control room of the boat.
  • Nice sounds added when you jump of the 2 high flag poles into the water.
  • Some ducks and hawks were added for target practice.
» read more on Wolfmap.de
Written by Wolfmap.de, Jan 25 2007 at 16:39

Maps/Mods
~~ Including 2nd Scriptfix ~~

Had to fix the fix due to it caused the game not to end.
This is an Optional Script Fix that makes the Axis wait 35 seconds after the 3rd XF5U is destroyed before they Auto Spawn at the 2nd Axis Spawn. The reason for this is to give the Allies a chance to regroup so they can set up a defense in the Second Section of the map.

"This is my 'Operation V2' map converted to an Axis attack map with my XF5U models as the new Axis objectives in place of the V2 Rockets."

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.

» read more on Wolfmap.de
Written by Wolfmap.de, Jan 22 2007 at 21:01

Maps/Mods
You have to destroy the opponent's Generator and defend your own.
» read more on Wolfmap.de
  
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