Jump to content

etl bergen v7 - etl_bergen_v7.pk3 and waypoints - Enemy Territory Map


Recommended Posts

etl bergen v7 - etl_bergen_v7.pk3 and waypoints

View File
Bergen, by Detoeni'
June 2021
Cedric 'keMoN' Easton

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.



* 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.

* 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.

* 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.

•    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

•    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.



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.



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.

  • 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.