Etl frostbite v14

Etl frostbite v14

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// ======================================================================
// 'Frostbite, by Moonkey'
// June 2021
// Cedric 'keMoN' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================

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.

-----Changelog-----

v14:
* 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.


v13:
* Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
* Fixed missing tree shader. (Thank you woju and spyhawk for reporting)


v12:
* 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)


v11:
* 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.)


v10:
* 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

v9:
•	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

						
ALLIED OBJECTIVES:
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.

AXIS OBJECTIVE:
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.

Virus Scan

Clean — No threats detected
Scanned with ClamAV

File Contents

1 file 26.6 MB uncompressed 1 BSP map: etl_frostbite_v14 Type: wolfmp wolfsw wolflms 1 PK3 file
.pk3 (1)
File Size
etl_frostbite_v14.pk3 26.6M

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File Info

Filename
etl_frostbite_v14.zip
Size
26.12 MB
Map Name
etl_frostbite_v14
Game
ET
Author
Admin
Downloads
3
Uploaded
11.02.2026
Category
Maps

Rating

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0 ratings

Detailed Rating

Design 0.0/5 (0)
Gameplay 0.0/5 (0)
Textures 0.0/5 (0)
Performance 0.0/5 (0)
Originality 0.0/5 (0)

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