About This File
June 2021
Cedric 'keMoN' Easton
http://www.etlegacy.com
http://www.github.com/realkemon
This map is an overhaul of the original Frostbite map created by Moonkey.
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.
-----Changelog-----
v14:
* Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
* Adjusted position of inner courtyard truck. (TJ from hood of truck still possible)
* Changed back cover on tunnel truck from green to grey to match rest of truck.
* Fixed CP sounds playing in second round after /map_restart.
* Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart.
* Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options.
* Adjusted various texture alignments.
* Fixed caulked surfaces visible to the player at shelf in Allied spawn.
* Changed bark texture of dead trees from temperate to winter.
* Fixed invalid shader on rear faces of terrain brushes near transmitter.
* Fixed incorrect use of skyshader at backside of two random brushes.
* Added unique ids for spawn slots to prepare this feature.
* Increased spawn slot count in garage to 32.
* Fixed glass shader on trucks.
v13:
* Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
* Fixed missing tree shader. (Thank you woju and spyhawk for reporting)
v12:
* Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
* Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
* Improved lighting in balcony hallway at inner courtyard.
* Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
* Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)
v11:
* Adjusted lighting to increase performance.
* Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
* Increased supported playercount from 20vs20 to 32vs32.
* Reduced volume of wind sounds to reduce distractions.
* Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
* Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
* Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
* Fixed missing shader for bush model. (Thank you Aciz for reporting.)
* Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)
v10:
* Moved vent opening new side door for better alignment with surrounding textures
* Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
* Caulked surfaces not visible to the player
* Changed floodlight colour to uniform white
* Made previously impossible TJ possible again
* Further opened terrain and world to simplify spectator and shoutcaster movement
* Improved player collision to simplify movement (doorways, ceiling and transmitter building)
* Generally improved lighting
v9:
• Removed rogue clip at office entrance.
• Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
• Simplified collision of machines at side entrance.
• Added player clips to various shelves, pipes and doorways.
• Fixed one alarm speaker not being named correctly.
• Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
• Removed collision of blackboards.
• Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.
to original:
• The player is now able to stop and revert Storage Wall movement by activating the button again.
• Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
• Structural mesh and VIS blocking has been improved
• Visual changes have been made
ALLIED OBJECTIVES:
Primary: Steal the Supply Documents and transmit them back to Allied Command.
Secondary: Destroy the Main Door into the Complex.
Secondary: Breach the Storage Wall.
Secondary: Dynamite the Service Door.
Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
Secondary: Establish a forward Command Post in the Upper Complex.
AXIS OBJECTIVE:
Primary: Stop the Allies from transmitting the Supply Documents.
Secondary: Defend the Main Door.
Secondary: Defend the Storage Wall from being breached.
Secondary: Stop the Allies from destroying the Service Door.
Secondary: Set up a Command Post inside the Transmitter Building.
Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.