Jump to content

etl frostbite v14 - etl_frostbite_v14.pk3 and waypoints - Enemy Territory Map


Recommended Posts

etl frostbite v14 - etl_frostbite_v14.pk3 and waypoints

View File
'Frostbite, by Moonkey'
June 2021
Cedric 'keMoN' Easton

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.


* 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.

* Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
* Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

* 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)

* 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.)

* 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

• 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

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.

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.

  • Submitter
  • Submitted
  • Category
  • Map Type
  • Map Size
  • Map Theme
  • Attacking Team
  • Waypoints
  • Known Issues


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.