Castle blackwood b2 pe
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*-----------------------------------------------* * Information: * *-----------------------------------------------* Contact/Social: mail: macchute@gmail.com twitter: @macchute Admins: shortname: Castle Blackwood ^1B1 mapname(/map): blackwood_b1 current version of Legacy, 2.75 doesn't render the roq flame correctly so the bugged flames in the castle is not on my end. ingame entity count: 738 (1024 is the limit for ET so you can have a total of 286 players/mines/rockets/etc) offender: axis teamsize 6v6-16v16 spawnpoints per spawn: 32 (just in case (I don't recommend 32v32)) timelimit: 25 minutes + 10 extra when axis passed the second barrier. commandmap area: 13824x13824units (216m x 216m, 46656m^2, 4.6ha (hectare) ) Mappers: Licence: Creative Commons Erk?nnande-IckeKommersiellt 4.0 (swedish)(included in zip) (non commersial only, source and Author should be included and credited) Credit Author with: Original Author: Macchute Contact: macchute@gmail.com Twitter: https://twitter.com/Macchute (@Macchute) compilation settings: [q3map2] -meta -mv 1024 -mi 6144 "[MapFile]" [q3map2] -vis -saveprt "[MapFile]" [q3map2] -light -dirt -export -fast -nocollapse -patchshadows -shade -compensate 3 -gamma 1.5 -lightmapsize 512 -thresh 0.25 -samples 3 -lomem "[MapFile]" programs used: GTK-Radaint 1.5 / Radiant 1.6.3 / NET-Radiant 1.5.0n / GIMP / Notepad / Audacity 1.3 Beta hardware used: Steinberg UR12 USB audio interface / Supreme CU-1 condensor microphone / crappy laptop / Gamdias Demeter E1 coffee used: roughly a EU pallet... *-----------------------------------------------* * Story: * *-----------------------------------------------* General Kartoffel and his loyal men are still fighting for the Vaterland altough it's 1945 and the F?rher just committed suicide. Kartoffel and some of his fellow men are now trying to clean up their records and some salary notes are situated in the cellar of castle blackwood. The only problem is that the allies control the castle... *-----------------------------------------------* * Mission: * *-----------------------------------------------* The axis needs to escort a tank through a forest and get inside Castle Blackwood. They will then need to siphone diesel from their tank and take the diesel to the cellar and set the secret documents on fire. *-----------------------------------------------* * Special Thanks to: * *-----------------------------------------------* Shargo - for the map idea Detoeni - for tiger tank models and prop models Rayban - for barrel models SimonOC - for excellent textures and models FireFly - for "Dead on Arrival" health and ammo crates IndyJones - for the flag textures WuTang - for awesome conifee tree models DevilsRightHand - for providing the Hovel prefab Thunder - for awesome l_house1 prefab *-----------------------------------------------* * Fun Facts :D * *-----------------------------------------------* The bush near the upper cave in the middle (over the river) uses model scale 3.14 as a reference to the famous number of circles. The whole maps bsp structure is fitted inside a space that is 16384 units times 12288 units which gives the diagonal of 20480 units this is actually an egyptical triangle with the sides: 3, 4 and 5 it's just 4096 times bigger ;) The tank uses 128 splines :D hihihihihihihihi :P All terrain is handmade which gives the map a very organic feel, it also makes it possible to reduce the amount of running between spawns and objectives I was listening to "Four Tops" while making the terrain around the first tank barrier. The house in the beginning of the map was originally going to be a farm house in a fragmap but was later adopted to be a part of the trashed map S.C.A.R. (secret cargo at Rhein). The house was finally recycled as a prefab after 2 years on google drive. Half of the terrain was constructed during the spring when my gaming computer was down due to messed up setting for the over volting (It's overclocked but it did lose the settings due to a power outage)(it was down for two weeks btw)... But then I was back playing CS and deaging silvers in the face with my crimson weeb :) (...) ... (.)(.) :P *-----------------------------------------------* * LOG: * *-----------------------------------------------* 2018-01-24 (10:00) Imported tankscript from UJE clan's website and made fully functional testmap, everything seems to work fine. Contacted the Author of the Jagdtiger to see if I can get permission to use his tank model. Started to work on the castle as a prefab. 2018-01-24 (12:50) Got automated answer for the mail to the author of the jagdtiger, His mail is no longer used. Looking at other options such as a regular tiger. 2018-01-24 (13:20) Cleaned up in wolf:ET install and added doa (health ammo crates) models and SimonOC's tree models into pk3 for the map. Decided to use the ischbinz tiger tank so downloaded it, now a bit confused since it's almost 20 models, maybe it's the vert limits that forced him into making many smaller 2018-01-25 (12:20) Because of the extensive problems with shaders and tags I decided to use Detoeni's tiger instead. I did put all the dt_tiger models together with attachtotag, using a script mover in the turret so I can rotate the cannon with the clip later. was a bit confuse why it didn't work at first as the churchill model was still showing up. appearently I forgot about the changemodel in the script (tanks get damaged, changing model). 2018-01-25 (18:00) Made the wall with the stair section for the castle. Might need to get all shaders set up for Simonoc's tree models and grass blending so I can work further on the ground inside the castle 2018-01-26 (09:20) Made the basic structure for the tower, included hole for toilet. 2018-01-26 (10:10) finished the loo / toilet that goes down into the moat xD 2018-01-26 (11:00) Downloaded and added simonOC's medieval and terrain textures into the pk3, beginning to work on all the shaders with vertical blends for the cliffs and the skull waterfall close to the castle 2018-01-26 (14:00) finished the front wall of the castle. it will need some props and the tower will need a roof. I'll have to finish the shaders first and change the textures to SimonOC's medieval pack at first 2018-01-27 (12:30) chaged all textures to simonOC's medieval pack, added door to the loo and finished the top of the tower. maybe I'll add a roof on top of the tower instead of just archer posts 2018-02-14 (10:47) worked on the roof of the tower and the medieval building that is going to have a walkway into the middle building (over axis spawn exit). 2018-03-20 (15:26) finished the tower connecting to the main building, started to work on the floor plan of said building and finihed the wall. Imported the castle into the main map file with the working tank. Installed the conifee tree models by -)A(-WuTang. 2018-03-20 (16:37) layed out the end of the tank waypoints. 2018-03-21 (12:45) did set the mapcoordsmins and maxs and finished all of the tank waypoints for the final layout. experimented with different skyboxes and lightning for the castle. 2018-04-03 (00:30) finished the bridge and started to think of how the horse stable and wall should be completed. 2018-04-30 (20:00) worked on a skull structure for the cave opening that goes into the moat. 2018-05-01 (07:00) finished the wall and edited the mapcoords to include possible commandpost route. added dt_aa_mm, raybans barrels and new foliage models to the library. 2018-05-01 (08:00) added the scar house to CBW's main map file, compiled and took development screenshot 01 added new textures to the terrain around the house. lowered the terrain under the walkway to give more space for the gunner on the tank. 2018-05-01 (09:00) had to lower the terrain a bit further and make a small wall to avoid a steep slope next to the path. 2018-05-01 (10:00) wrote more terrain shaders and debugged them. added the water for the lake, thinking if I will have different elevation on the lake and the moat or not. will work further on the skull cave that connects them in 1.6.3 the upcoming hour. 2018-05-01 (10:50) finished the front of the skull cave but still have a lot of work left with the inside. trying to figure out where the bridge in the cave should be and how I should make the bigger cavity. prolly gonna have to import into the main map so it get connected nicely and naturally with the castle wall. 2018-05-01 (12:00) placed caulk walls and skybox around the map together with some hints to shape the VIS structure of the map. will not make a big lake anymore as that will be challenging if I want a good vis structure. 2018-05-02 (10:00) made a lot of terrain between the house and axis first spawn, figured the tank will start in a small carport like stable connected to a smaller static house. 2018-05-02 (13:00) made the house with carport for the tank. scripted so people can't mount the gun when it's inside the carport. took development screenshot 2. added trees next to the carport will now add bushes and other foliage/prop models in the area. 2018-05-03 (05:00) added the prefab "hovel" that I downloaded from devilsrighthandsmapping. 2018-05-09 (08:00) been working on terrain for a couple days but will maybe look into adding spawns for the map today. 2018-06-01 (02:00) started to work on the cave, decided to make two caves, one upper that is wide and one lower filled with water. the upper cave will have a hole down into the lower cave and the axis will need to contruct a bridge to get over the hole. the lower cave will feature a small waterf
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File Contents
1 file
50.3 MB uncompressed
1 BSP map: blackwood_b2
Type: wolfmp wolfsw
1 PK3 file
.pk3 (1)
| File | Size |
|---|---|
| blackwood_b2_pe.pk3 | 50.3M |
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Datei-Info
- Dateiname
- castle_blackwood_b2_pe.zip
- Größe
- 49.98 MB
- Map-Name
- blackwood_b2
- Spiel
- ET
- Autor
- Admin
- Downloads
- 2
- Hochgeladen
- 11.02.2026
- Kategorie
- Maps
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