Jump to content

Smileyyy

+ Silver VIP
  • Content Count

    1560
  • Donations

    0.00 USD 
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Smileyyy

  1. I had a blast today! Thank you everyone for comming, at some point the server even reached #1 on the serverlist even succeeding Jay1! My final count is 27 pinkies.
  2. This is extraordinary! Most populated server on ET at the moment, come join in while you still can!
  3. Welcome Linux! As you are from jay2 make sure you come and join us on the gameday on jay2 later today!
  4. Smileyyy

    Monday!

    Grats Johnny you'll be great! Time to save up some sleep!
  5. Woah time flies! ET Gameday is tommorow on jay2 already! Bring your date.. @CheepHeep
  6. We had a 5 voice chat earlier this evening
  7. @SonofdocDon't use shampoo down there Grats!!
  8. Alright, equal spawntimes just seem weird to me. Buck is working on the waypoints!
  9. @daredevil fa_bremen_final's spawntimes are for both teams 10 secs. I think making it 8 or 9 for axis would help em out. I've seen allies win a lot lately. (Maybe start with 9) Also had some requests of fa_italy_b2
  10. Stiglitz View File ----------- Stiglitz B1 ----------- Release Date: 31/08/2018 ----------------- This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018. I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule. -----Concept----- First of all, unfortunately due to the fixed time schedule, which didn't necessarily go hand in hand with the personal free time of phisherman and me (kemon), we had to make some cuts on the planned objectives. All objectives are in the map, but they are not necessarily implemented the way they were originally intended to be. - This map is intended as a new kind of objective map with a unique mechanic: escorting a script_mover freely without it being fixed to a spline path. This can partly be seen in "shield-b1". For this to function properly a LUA script is necessary. - Both the LUA script and the restricted personal time during the contest lead to the decision to opt for a standard escortable along a spline path. However, beta2 is definitely planned and will include all those shiny mechanics. -----Layout----- For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz. - The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature. This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes. The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you! - Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space. This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static. So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area. - VIS blocking in this map works as following: -------------------------------------- -----------------A-------------------- -------______------------______------- ------| |----------| |------ --B---| |----C-----| |--D--- ------| |----------| |------ ------| |----------| |------ ______|______|__________|______|______ When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core. There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B. This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS. -----Story----- July 1943: Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed. -----Objectives----- This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns. Stiglitz: Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards. CP: Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position. Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. Flags: The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back. -----Specs----- Author: keMoN & phisherman Brush count: 35.541 Entity count (total): 3.292 Entity count (ingame): 847 Development time: contest time frame -> 7 months Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]" [q3map2] -vis -saveprt -v "[MapFile]" [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid "[MapFile]" -----Notes----- The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1. Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series. By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET. -----Thanks to----- Direct support: • ryven for extensive support during debugging of the script_mover. • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch. • Everyone on the TWT Discord for helping out in one form or another. Indirect support: • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab. • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool • C and Npherno for their wonderful model tools respectively • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php • RtCW for models + textures • Detoeni for his submarine and truck models • ischbinz for textures • FireFly for his Hanomag model • RayBan for his treeline textures • Everyone else who provided info, feedback, ideas or helped in any other way. Submitter + Smileyyy Submitted 02/10/19 Category Maps  
  11. Add: Sitglitz Remove: Fuel Depot has a somewhat low rating if I am correct. I personally dislike Glider.
  12. Smileyyy

    Stiglitz

    Version b1

    0 downloads

    ----------- Stiglitz B1 ----------- Release Date: 31/08/2018 ----------------- This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018. I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule. -----Concept----- First of all, unfortunately due to the fixed time schedule, which didn't necessarily go hand in hand with the personal free time of phisherman and me (kemon), we had to make some cuts on the planned objectives. All objectives are in the map, but they are not necessarily implemented the way they were originally intended to be. - This map is intended as a new kind of objective map with a unique mechanic: escorting a script_mover freely without it being fixed to a spline path. This can partly be seen in "shield-b1". For this to function properly a LUA script is necessary. - Both the LUA script and the restricted personal time during the contest lead to the decision to opt for a standard escortable along a spline path. However, beta2 is definitely planned and will include all those shiny mechanics. -----Layout----- For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz. - The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature. This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes. The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you! - Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space. This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static. So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area. - VIS blocking in this map works as following: -------------------------------------- -----------------A-------------------- -------______------------______------- ------| |----------| |------ --B---| |----C-----| |--D--- ------| |----------| |------ ------| |----------| |------ ______|______|__________|______|______ When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core. There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B. This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS. -----Story----- July 1943: Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed. -----Objectives----- This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns. Stiglitz: Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards. CP: Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position. Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. Flags: The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back. -----Specs----- Author: keMoN & phisherman Brush count: 35.541 Entity count (total): 3.292 Entity count (ingame): 847 Development time: contest time frame -> 7 months Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]" [q3map2] -vis -saveprt -v "[MapFile]" [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid "[MapFile]" -----Notes----- The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1. Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series. By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET. -----Thanks to----- Direct support: • ryven for extensive support during debugging of the script_mover. • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch. • Everyone on the TWT Discord for helping out in one form or another. Indirect support: • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab. • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool • C and Npherno for their wonderful model tools respectively • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php • RtCW for models + textures • Detoeni for his submarine and truck models • ischbinz for textures • FireFly for his Hanomag model • RayBan for his treeline textures • Everyone else who provided info, feedback, ideas or helped in any other way.
  13. Oh wait, now I know which screenshots I mean. He'll be adding the screenshots shortly, thanks!
  14. He'll be making a seperate post with screenshots included.
  15. Welcome Lenart! We share something similiar
  16. Valentines day is the shittiest day of the year, luckily my girlfriend shares the same thought. I am definetly going to this gameday! I am hoping to bring a date though.. @CheepHeep please?
  17. =F|A= Goldrush (Silent) View File S1 B1 Changelog After a lot of seperate feedback from the Silent servers running fa_goldrush_b1 I decided to make a seperate version for silent mod. - One CP has been removed. - Once bank door has been destroyed Allies will be granted a forward spawn. - Side door has been removed due to balancing reasons. - More minor changes. bspname: fa_goldrush_s1_b1 Submitter + Smileyyy Submitted 01/30/19 Category Maps  
  18. Good that you ask me this, I have moved the truck position so bots still go to old truck position to put the objective. @Buckwild Could you fix this if u have any time? Rest of the map works!
  19. =F|A= Goldrush View File B2 Changelog - Truck starting position changed. - CP position changed to back of bank. When built by axis, they gain healing and supply station next to the CP. - Inside has completely been changed to combat camping around the corners. - 2nd Tank Barrier's buildable has changed position to grant more cover to Axis engineers. - Map has been made a little bit less orange, to ease on the eyes a bit. - More minor changes. bspname: fa_goldrush_b2 Submitter + Smileyyy Submitted 01/30/19 Category Maps  

About Us

We are glad you decided to stop by our website and servers. At Fearless Assassins Gaming Community (=F|A=) we strive to bring you the best gaming experience possible. With helpful admins, custom maps and good server regulars your gaming experience should be grand! We love to have fun by playing online games especially W:ET, Call of Duty Series, Counter Strike: Series, Minecraft, Insurgency, DOI, TF2 & Battlefield Series and if you like to do same then join us! Here, you can make worldwide friends while enjoying the game. Anyone from any race and country speaking any language can join our Discord and gaming servers. We have clan members from US, Canada, Europe, Sri Lanka, India, Japan, Australia, Brazil, UK, Austria, Poland, Finland and many other countries. It doesn't matter how much good you are in the game or how much good English you speak. We believe in making new friends from all over the world. If you want to have fun and want to make new friends join up our gaming servers and our VoIP servers any day and at any time. .

×

Important Information

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