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    Found 26 results

    1. =F|A= Italy View File B3 Changelog Completely removed fog from map. Improved performance. Fixed some lights. Overall brightness of map increased slightly. Fixed cause of crash. bspname: fa_italy_b3 Map by =F|A=Smiley. & =F|A=C!t0 Submitter + Smileyyy Submitted 02/22/19 Category Maps  
    2. Smileyyy

      =F|A= Goldrush

      Version b2

      24 downloads

      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. When built by axis Tank Depot's Side Door gets removed. Inside of Bank 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. Side Wall to Bank has been added. Minor texture changes. More changes. bspname: fa_goldrush_b2 Map by =F|A=Smiley.
    3. =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. When built by axis Tank Depot's Side Door gets removed. Inside of Bank 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. Side Wall to Bank has been added. Minor texture changes. More changes. bspname: fa_goldrush_b2 Map by =F|A=Smiley. Submitter + Smileyyy Submitted 02/26/19 Category Maps  
    4. Smileyyy

      =F|A= Italy

      Version b3

      40 downloads

      B3 Changelog Completely removed fog from map. Improved performance. Fixed some lights. Overall brightness of map increased slightly. Fixed cause of crash. bspname: fa_italy_b3 Map by =F|A=Smiley. & =F|A=C!t0
    5. Hey there folks! A remade version of Italy is here and coming to a server near you! Took a lot of feedback and level testing to bring about a version that should be more balanced and a lot funner to play! Kind of a shoots and ladders feel to it granting a lot more roof access and new routes to ease the push for the flag and cp along with more! Smiley and I put a lot of time into this and had some some great help and feedback from @Chuckun @RENEGADE* @CheepHeep and of course @daredevil Thanks guys for all your helps!! Changes: -Added new route to CP through lower entry way for better level flow and challenge -All drain pipes are now climbable for more balanced roof accessibility -Some Roof areas opened for more open play style and play ability -New route to First flag granting allies a bit more ease from the first spawn and more open space to work with along with a back way to the flag -Added in more bushes, boxes, table, and trees to new access for cover and accessibility -More mineable areas including new routes to both CP and flag along with several small missing brick areas in the streets -Courtyard flag area has second climbable ivy patch to roof -A good size hole in the old CP spot for level flow and need of use Hints: -A couple of the new mining spots will help stop Jeep from moving forward -A smoke coverage spot for them folk that like to hide -A few new sniping and sten work spots -More mining in general to encourage Engineer play! Download: Screenshots:
    6. Cit0

      fa_italy

      Version 1.0.0

      13 downloads

      fa_italy Changelog Tons of feedback and testing brings us a new and improved version of Italy! -More Roof access -New route to Flag -New route to CP -More mining areas for encouraged Engineer play -other changes, open areas to improve over all flow of the level
    7. This remake is mainly based on improving fps and preventing crashes that happened in rare occassions. Thank you once again for the people that play-tested these maps and all gave their constructive feedback. Couldn't do it without you, @w1cx, @Cit0 , @CheepHeep, @Vindstot. And again DD for allowing me to use the testserver. You can download the map here. FA_egypt_B2 Changelog: Increased performance throughout the whole map. Changed the 2 bridges at the start of the map. Enlarged 1st Axis Spawn. Removed Secret Room. Added stairs to the Western side of the floodgate building. Removed some clips off mountains for a more "free" gameplay. Minor lightning changes. Fixed temple door bug. (thanks @Buckwild) Other minor gameplay changes. Known issue at the moment are the missing sound files. Maybe in the near future custom OBJ sounds will be added. bspname: fa_egypt_b2 Map by =F|A=Smiley.
    8. =F|A= Egypt View File FA_egypt_B2 Changelog: Increased performance throughout the whole map. Changed the 2 bridges at the start of the map. Enlarged 1st Axis Spawn. Removed Secret Room. Added stairs to the Western side of the floodgate building. Removed some clips off mountains for a more "free" gameplay. Minor lightning changes. Fixed temple door bug. (thanks @Buckwild) Other minor gameplay changes. Known issue at the moment are the missing sound files. Maybe in the near future custom OBJ sounds will be added. bspname: fa_egypt_b2 Map by =F|A=Smiley. Submitter + Smileyyy Submitted 02/22/19 Category Maps  
    9. Smileyyy

      =F|A= Egypt

      Version b2

      7 downloads

      FA_egypt_B2 Changelog: Increased performance throughout the whole map. Changed the 2 bridges at the start of the map. Enlarged 1st Axis Spawn. Removed Secret Room. Added stairs to the Western side of the floodgate building. Removed some clips off mountains for a more "free" gameplay. Minor lightning changes. Fixed temple door bug. (thanks @Buckwild) Other minor gameplay changes. Known issue at the moment are the missing sound files. Maybe in the near future custom OBJ sounds will be added. bspname: fa_egypt_b2 Map by =F|A=Smiley.
    10. fa_italy View File fa_italy Changelog Tons of feedback and testing brings us a new and improved version of Italy! -More Roof access -New route to Flag -New route to CP -More mining areas for encouraged Engineer play -other changes, open areas to improve over all flow of the level Submitter Cit0 Submitted 02/10/19 Category Maps
    11. Smileyyy

      =F|A= Goldrush

      Version beta 2

      9 downloads

      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
    12. =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  
    13. =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  
    14. Version beta 1

      5 downloads

      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
    15. Hola peeps, here again with a new remake. This time it's goldrush(original)! I'll go over all the changes and feel free to share your opinion on it. Again I'm personally thanking people because without them I couldn't have done it. Thanks: @Vindstot @Leatherface @Cito @Patrick these @ts don't work, cheep, achilles and destiny Also thanks DD for allowing usage of testserver! Changes: - Added side door to tank compound so it's harder for allies to flank. Side door can be opened by covert ops or by constructing the Southern CP. - Changed lightning to a more "warm" feel, with that I changed skybox. - Moved 2nd Truck Barrier, 2nd Tank Barrier and 1st Tank Barrier's construction materials to give axis more cover. - Made tunnel connecting supply cabinets at Long to 3rd Arch Way. - Changed balcony completely. Big tower removed. South CP moved on top of new balcony area. - Bank Courtyard completely overhauled. More cover, more roof access etc. - Axis 2nd spawn roof changed, (compared to GALS it's easier to get to roof now.) - Added another exit out of Axis 2nd spawn to cool down on blocking. - Gold in Bank moved forward. - Added another entrance into Bank for allies to attack. - West of Bank Courtyard I opened up a house, again to help allies capture gold. - *Lots* of clipping removed, I'd say +50%. This gives a way more open feel for the player and more spots are accessible. - Interesting for DD, entities 2720 -> 1702 - MG near old 2nd Truck Barrier removed. Same goes to the one near 2nd Tank Barrier. - Supply cabs in axis spawn moved to back alley near Bank. - Lots more small changes that aren't worth naming, if u want detailed look DL map. So in short: Harder stage 1 for allies. 1st tank barrier harder for allies. 2nd tank barrier easier for allies. Gold easier for allies. Truck harder for allies. Download here.
    16. Smileyyy

      fa_bremen

      Version b3

      4 downloads

      Waypoints by Buckwild: Remake by =F|A=Smiley. ~~~www.fearless-assassins.com~~~ ======================================================= Special Thanks To ======================================================= CheepHeep Buckwild Shana Daredevil Vindstot Kiba Hipkat Masa Macchute Niek Wutangh Mateos Kemon ======================================================= Change Log (b1) ======================================================= Major Changes: - Added extra exit out of 1st Axis Spawn to reduce blocking. - Made building South of 1st Axis Spawn accessible. - Made balcony East of 1st Axis Spawn easily accessible with small corridor. - Made house accessible to help both allied in first stage and axis in last stage. - With that, I made exit out of house easier. - Added area to help axis during last stage. - Added room with ladder to first floor in house opposite to CP room. - Extended house opposite to CP room to come out next to keyroom. - Added room West to CP room. - Made stairs wider and created hole. - Added second door frame to CP again for less blocking. Also made North Western door frame wider. - Made courtyard easier to go about. - Re-did lower level of house North East of keyroom. - Lightened up corridor East to Truck and removed weird shape of it. - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. - Made truck room more balanced. - Added stairs all around keyroom to create a "more open feel". Minor Changes: - Removed clip from rooftop of middle house. - Removed hole from floor of middle house. - Added low wall to second floor middle house. - Raised wall looking over garage a bit in middle house. - Made balconies accessible. - Added Wooden Cover to arch. - Removed useless background effects for improved performance. - Replaced some spawns for both allied and axis. - Added clipping to stairs and unregular surfaces. - Added window to crossover above Main Gate. - Lowered table and moved rubbel for statisfying jump. - Moved wall a bit next to stair CP room. - Re-textured roofs, doors and some walls. - Lowered wall in hole to generator to not get stuck. - Removed useless clutter in keyroom. - Moved 1st Truck Barrier a bit. - Removed door in Western Wall of truck room. - Smoothened truck route. - Added small detail. - Caulked invisible faces of brushes for better performance. - Made door under bridge team door for axis. - Removed useless entities for better performance. - Re-textured CP room. - Changed loading picture. ======================================================= Change Log (b2) ======================================================= Major Changes: - Added corridor connection house North East of keyroom to corridor East of truckroom. - Bot waypoints added. Minor Changes: - Small bug fixes. - Changed clipping. - Added extra clipping to irregular surfaces. - Moved box in garage a tiny bit. - Tweaked mine spots all around the map. - Fixed texture load errors. - Readme file added. ======================================================= Change Log (b3) ======================================================= - BSP name changed to more fitting one. - F|A touch given. - Barrels replaced with better looking ones. - 2 doors changed to teamdoors. - More optimizing - Changed ledge to fence. - Made window at MG42 smaller. - Door removed at new corridor. - Construction materials at 2nd truck barrier moved to other side of road. - Other small changes.
    17. fa_bremen View File Waypoints by Buckwild: Remake by =F|A=Smiley. ~~~www.fearless-assassins.com~~~ ======================================================= Special Thanks To ======================================================= CheepHeep Buckwild Shana Daredevil Vindstot Kiba Hipkat Masa Macchute Niek Wutangh Mateos Kemon ======================================================= Change Log (b1) ======================================================= Major Changes: - Added extra exit out of 1st Axis Spawn to reduce blocking. - Made building South of 1st Axis Spawn accessible. - Made balcony East of 1st Axis Spawn easily accessible with small corridor. - Made house accessible to help both allied in first stage and axis in last stage. - With that, I made exit out of house easier. - Added area to help axis during last stage. - Added room with ladder to first floor in house opposite to CP room. - Extended house opposite to CP room to come out next to keyroom. - Added room West to CP room. - Made stairs wider and created hole. - Added second door frame to CP again for less blocking. Also made North Western door frame wider. - Made courtyard easier to go about. - Re-did lower level of house North East of keyroom. - Lightened up corridor East to Truck and removed weird shape of it. - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. - Made truck room more balanced. - Added stairs all around keyroom to create a "more open feel". Minor Changes: - Removed clip from rooftop of middle house. - Removed hole from floor of middle house. - Added low wall to second floor middle house. - Raised wall looking over garage a bit in middle house. - Made balconies accessible. - Added Wooden Cover to arch. - Removed useless background effects for improved performance. - Replaced some spawns for both allied and axis. - Added clipping to stairs and unregular surfaces. - Added window to crossover above Main Gate. - Lowered table and moved rubbel for statisfying jump. - Moved wall a bit next to stair CP room. - Re-textured roofs, doors and some walls. - Lowered wall in hole to generator to not get stuck. - Removed useless clutter in keyroom. - Moved 1st Truck Barrier a bit. - Removed door in Western Wall of truck room. - Smoothened truck route. - Added small detail. - Caulked invisible faces of brushes for better performance. - Made door under bridge team door for axis. - Removed useless entities for better performance. - Re-textured CP room. - Changed loading picture. ======================================================= Change Log (b2) ======================================================= Major Changes: - Added corridor connection house North East of keyroom to corridor East of truckroom. - Bot waypoints added. Minor Changes: - Small bug fixes. - Changed clipping. - Added extra clipping to irregular surfaces. - Moved box in garage a tiny bit. - Tweaked mine spots all around the map. - Fixed texture load errors. - Readme file added. ======================================================= Change Log (b3) ======================================================= - BSP name changed to more fitting one. - F|A touch given. - Barrels replaced with better looking ones. - 2 doors changed to teamdoors. - More optimizing - Changed ledge to fence. - Made window at MG42 smaller. - Door removed at new corridor. - Construction materials at 2nd truck barrier moved to other side of road. - Other small changes. Submitter Smileyyy Submitted 05/15/18 Category Maps
    18. fa_temple View File Remake by =F|A=Smiley. and =F|A= Shana ======================================================= Special Thanks To ======================================================= Shana Daredevil Everyone who playtested. ======================================================= Change Log (b1) ======================================================= -Enhanced performance -Texture changes -Wider doors -Blocking objects removed -Secret room removed -F|A touch added Submitter Smileyyy Submitted 05/15/18 Category Maps
    19. fa_2tanks View File File type Map for "Wolfenstein - Enemy Territory" Title =F|A= 2tanks File name fa_2tanks_b1.pk3 BSP name fa_2tanks_b1 Version b1 (Created April 2018) Remake by =F|A=Smiley (www.fearless-assassins.com) Description Both teams have the same objective: Get your tank to the Fuel Dump before the enemy gets his there In this version there are no fuel cans to be delivered. If the time limit expires the winning team is the one which has made the most progress with their tank. Game features The ambulance truck dispenses first aid when it stops by the rail track. Once a tank starts moving the ambulance will return to the Fuel Dump and stay there. At this time it becomes possible to build the tank barriers, which are located just outside the Fuel Dump. Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous. If your team has at least one Command Post built, it enables fire support from your tank: that is, your tank may fire at enemy troops in its path while on the move. The tank will try to avoid inflicting casualties on friendly troops but this cannot be guaranteed. Gamemodes Objective, Stopwatch. Thanks to Shana Daredevil And everyone that playtested. Submitter Smileyyy Submitted 05/15/18 Category Maps
    20. fa_egypt View File Remake by =F|A=Smiley. ======================================================= Special Thanks To ======================================================= Shana Daredevil Ackenar Phoenix Everyone who playtested. ======================================================= Change Log (b1) ======================================================= -Enhanced performance -Texture changes -Small changes -Secret room removed -F|A touch added Submitter Smileyyy Submitted 05/15/18 Category Maps
    21. Smileyyy

      fa_egypt

      Version b1

      3 downloads

      Remake by =F|A=Smiley. ======================================================= Special Thanks To ======================================================= Shana Daredevil Ackenar Phoenix Everyone who playtested. ======================================================= Change Log (b1) ======================================================= -Enhanced performance -Texture changes -Small changes -Secret room removed -F|A touch added
    22. Smileyyy

      fa_2tanks

      Version b1

      2 downloads

      File type Map for "Wolfenstein - Enemy Territory" Title =F|A= 2tanks File name fa_2tanks_b1.pk3 BSP name fa_2tanks_b1 Version b1 (Created April 2018) Remake by =F|A=Smiley (www.fearless-assassins.com) Description Both teams have the same objective: Get your tank to the Fuel Dump before the enemy gets his there In this version there are no fuel cans to be delivered. If the time limit expires the winning team is the one which has made the most progress with their tank. Game features The ambulance truck dispenses first aid when it stops by the rail track. Once a tank starts moving the ambulance will return to the Fuel Dump and stay there. At this time it becomes possible to build the tank barriers, which are located just outside the Fuel Dump. Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous. If your team has at least one Command Post built, it enables fire support from your tank: that is, your tank may fire at enemy troops in its path while on the move. The tank will try to avoid inflicting casualties on friendly troops but this cannot be guaranteed. Gamemodes Objective, Stopwatch. Thanks to Shana Daredevil And everyone that playtested.
    23. Smileyyy

      fa_temple

      Version b1

      4 downloads

      Remake by =F|A=Smiley. and =F|A= Shana ======================================================= Special Thanks To ======================================================= Shana Daredevil Everyone who playtested. ======================================================= Change Log (b1) ======================================================= -Enhanced performance -Texture changes -Wider doors -Blocking objects removed -Secret room removed -F|A touch added
    24. fa_bremen_b2 + waypoints View File bremen_b3 remake by =F|A=Smiley. Read the readme.txt file for more changes and special thanks. Bot Waypoints Changes: Added corridor connecting house North East of keyroom to corridor East of truckroom. Custom waypoints added. Added extra exit out of 1st Axis Spawn to reduce blocking. Made building South of 1st Axis Spawn accessible. Made balcony East of 1st Axis Spawn easily accessible with small corridor. Made house accessible to help both allied in first stage and axis in last stage. With that, I made exit out of house easier. Added area to help axis during last stage. Added room with ladder to first floor in house opposite to CP room. Extended house opposite to CP room to come out next to keyroom. Added room West to CP room. Made stairs wider and created hole. Added second door frame to CP again for less blocking. Also made North Western door frame wider. Made courtyard easier to go about. Re-did lower level of house North East of keyroom. Lightened up corridor East to Truck and removed weird shape of it. Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. Made truck room more balanced. Added stairs all around keyroom to create a "more open feel". Removed clip from rooftop of middle house. Removed hole from floor of middle house. Added low wall to second floor middle house. Raised wall looking over garage a bit in middle house. Made balconies accessible. Added Wooden Cover to arch. Removed useless background effects for improved performance. Replaced some spawns for both allied and axis. Added clipping to stairs and unregular surfaces. Added window to crossover above Main Gate. Lowered table and moved rubbel for statisfying jump. Moved wall a bit next to stair CP room. Re-textured roofs, doors and some walls. Lowered wall in hole to generator to not get stuck. Removed useless clutter in keyroom. Moved 1st Truck Barrier a bit. Removed door in Western Wall of truck room. Smoothened truck route. Added small details. Caulked invisible faces of brushes for better performance. Made door under bridge team door for axis. Removed useless entities for better performance. Re-textured CP room. Changed loading picture. Small bug fixes. Changed clipping. Added extra clipping to irregular surfaces. Moved box in garage a tiny bit. Tweaked mine spots all around the map. Fixed texture load errors. Submitter Smileyyy Submitted 05/03/18 Category Maps
    25. Version b2

      5 downloads

      bremen_b3 remake by =F|A=Smiley. Read the readme.txt file for more changes and special thanks. Bot Waypoints Changes: Added corridor connecting house North East of keyroom to corridor East of truckroom. Custom waypoints added. Added extra exit out of 1st Axis Spawn to reduce blocking. Made building South of 1st Axis Spawn accessible. Made balcony East of 1st Axis Spawn easily accessible with small corridor. Made house accessible to help both allied in first stage and axis in last stage. With that, I made exit out of house easier. Added area to help axis during last stage. Added room with ladder to first floor in house opposite to CP room. Extended house opposite to CP room to come out next to keyroom. Added room West to CP room. Made stairs wider and created hole. Added second door frame to CP again for less blocking. Also made North Western door frame wider. Made courtyard easier to go about. Re-did lower level of house North East of keyroom. Lightened up corridor East to Truck and removed weird shape of it. Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. Made truck room more balanced. Added stairs all around keyroom to create a "more open feel". Removed clip from rooftop of middle house. Removed hole from floor of middle house. Added low wall to second floor middle house. Raised wall looking over garage a bit in middle house. Made balconies accessible. Added Wooden Cover to arch. Removed useless background effects for improved performance. Replaced some spawns for both allied and axis. Added clipping to stairs and unregular surfaces. Added window to crossover above Main Gate. Lowered table and moved rubbel for statisfying jump. Moved wall a bit next to stair CP room. Re-textured roofs, doors and some walls. Lowered wall in hole to generator to not get stuck. Removed useless clutter in keyroom. Moved 1st Truck Barrier a bit. Removed door in Western Wall of truck room. Smoothened truck route. Added small details. Caulked invisible faces of brushes for better performance. Made door under bridge team door for axis. Removed useless entities for better performance. Re-textured CP room. Changed loading picture. Small bug fixes. Changed clipping. Added extra clipping to irregular surfaces. Moved box in garage a tiny bit. Tweaked mine spots all around the map. Fixed texture load errors.

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