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ETL Adlernest v4 - etl_adlernest_v4.pk3 and waypoints 1.0.0

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About This File

// ======================================================================
// 'Adlernest, by Dersaidin'
// September 2022
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================

This map is an overhaul of the original Adlernest map from ET created by Dersaidin.
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-----

v4:
* Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.

v3:
* Fixed brush not being aligned correctly above Axis spawn canyon window. Thank you Aciz for reporting.
* Extended 'flying' health and ammo trigger to the ground for Allied cabinets.
* Removed flying pipe support at Main Door generator. Thank you Aciz for reporting.
* Extended slick brushes in canyon to prevent players from sitting there. Thank you Dmxj for reporting.
* Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
* Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.

v2:
* Adjusted position of bunk beds in Axis spawn to allow hiding behind again. Thank you zenixje for reporting.
* Adjusted terrain near Allied spawn exit to allow hiding behind rock again. Thank you zenixje for reporting.
* Fixed Allied CP not being autospawn. Thank you ryven and <=TM=>Flo for reporting.
* Added missing clip brush to right-most radio of transmitter equipment.

v1:
* Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
* Extended map skywards to allow for free shoutcaster/spectator movement.
* Added unique ids for spawn slots.
* Comprehensive rework of structural mesh to improve on VIS.
* Removed player collision from noticeboards, picture frames, lying doors etc.
* Colour-coded bunker sections for easier call-outs.
* Dispersed spawn points to declutter mass spawn events.
* Increased player count to 32v32.


// AXIS
Primary Objective: Defend the documents.
Primary Objective: Prevent the allies from transmitting the documents.
Secondary Objective: Stop the allies from constructing a command post, or destroy it if it has been made.
Secondary Objective: Protect the door controls in the basement level and prevent allies from gaining access to the upper complex.
Additional Objective: Keep the main blast door closed to hinder the allies progress.

// ALLIED
Primary Objective: Steal the documents.
Primary Objective: Transmit the documents at the transmitter.
Secondary Objective: Construct the command post to activate a forward spawn.
Secondary Objective: Dynamite the door controls located in the basement level.
Additional Objective: Open the main blast door to gain additional access.

 

 

 

 

etl_adlernest.gm etl_adlernest_goals.gm etl_adlernest.way


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