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etl bergen v7 - etl_bergen_v7.pk3 and waypoints 1.0.0

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About This File

Prévisualisation
Bergen, by Detoeni'
June 2021
Cedric 'keMoN' Easton
http://www.etlegacy.com
http://www.github.com/realkemon


This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.


 

-----Changelog-----

v7:
* Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
* Fixed sounds active at map start in second round after /map_restart.
* Added unique ids for spawn slots to prepare this feature.
* Fixed glass shader on trucks.
* Adjusted projection axis and scaling of terrain textures.


v6:
* Fixed spawnslot getting stuck in forward flag spawn. (Thanks to ETc.Jay for reporting)
* Adjusted clipping at side entrance to prevent players camping above the door.
* Reworked system to secure flag to be less complex and more easily understandable. Allies now only need to hold the flag for 30s.


v5:
* Renamed targetname south_door_closed0 to south_door_closed to fix game crash. (Thanks to Kate for reporting)
* Fixed sounds and remapshaders active at map start in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Provided option to toggle tank invulnerable through mapscript (vulnerable by default). (Thanks to Ensiform for explanation)
* Increased amount of spawn slots from 16vs16 to 32vs32.
* Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Removed deprecated alarm sounds.


v4:
•    Simplified geometry for cleaner player collision
•    Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
•    Replaced side entrance terrain with artificial pier to prevent walljumping
•    Reverted V1 Rocket back to airplane
•    Improved lighting and terrain
•    Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement


v3:
•    Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
•    Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
•    Fixed missing footbridge related VO sound for Axis
•    Fixed bug where sound wouldn't play when main entrance got destroyed
•    Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
•    Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
•    Added lights in forward bunker. Thank you Ensiform for reporting.
•    Added audible feedback to generator door levers when generator is destroyed.
•    Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
•    Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
•    Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
•    Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
•    Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
•    Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
•    Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
•    Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
•    Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
•    Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.


to original:
•    VO announcements have been adapted by Radar.
   -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
   -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
•    VO announcements for the Footbridge have been added.
•    Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
•    The snapping of the tank at certain view-angles has been fixed
•    If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
•    The Forward Door (before Transmitter Door 3) is now linked to the generator.
•    Spectator limbo cam has been fixed (was inside of terrain).
•    Construciton materials have been made in the style of original maps.
•    Teleporter and secret room have been removed.
•    Axis rear spawn has been restructured to allow for faster exit.
•    Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
•    Entity count has been reduced from 568 to 519.
•    Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
•    Visual changes have been made.


 

AXIS OBJECTIVES

Primary Objective:        Stop the Allies from destroying the Transmitter.
Secondary Objective:    Prevent the Allies from repairing the Generator.
Secondary Objective:    Set up a Command Post inside the submarine pen.
Secondary Objective:    Prevent the Allies from gaining a foothold in the Forward Bunker.
Secondary Objective:    Prevent the Allies from destroying the Side Entrance.


 

ALLIED OBJECTIVES

Primary Objective: Destroy the Transmitter.
Secondary Objective: Repair the Generator.
Secondary Objective: Set up a Command Post in the submarine pen to secure the forward bunker.
Secondary Objective: Capture the Forward Bunker.
Secondary Objective: Destroy the Side Entrance.

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